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* Add more profile markers * Revert FuchsiaSystemCompistedLayer changes * Re-add opacity w/o elevation changes * Fix formatting
226 lines
8.3 KiB
C++
226 lines
8.3 KiB
C++
// Copyright 2013 The Flutter 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 flutter {
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const SkScalar kLightHeight = 600;
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const SkScalar kLightRadius = 800;
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PhysicalShapeLayer::PhysicalShapeLayer(SkColor color,
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SkColor shadow_color,
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float elevation,
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const SkPath& path,
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Clip clip_behavior)
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: color_(color),
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shadow_color_(shadow_color),
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elevation_(elevation),
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path_(path),
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isRect_(false),
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clip_behavior_(clip_behavior) {
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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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TRACE_EVENT0("flutter", "PhysicalShapeLayer::Preroll");
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Layer::AutoPrerollSaveLayerState save =
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Layer::AutoPrerollSaveLayerState::Create(context, UsesSaveLayer());
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context->total_elevation += elevation_;
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total_elevation_ = context->total_elevation;
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SkRect child_paint_bounds;
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PrerollChildren(context, matrix, &child_paint_bounds);
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context->total_elevation -= elevation_;
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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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// We will draw the shadow in Paint(), so add some margin to the paint
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// bounds to leave space for the shadow. We fill this whole region and clip
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// children to it so we don't need to join the child paint bounds.
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set_paint_bounds(ComputeShadowBounds(path_.getBounds(), elevation_,
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context->frame_device_pixel_ratio));
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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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FML_DCHECK(needs_system_composite());
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TRACE_EVENT0("flutter", "PhysicalShapeLayer::UpdateScene");
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// Retained rendering: speedup by reusing a retained entity node if possible.
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// When an entity node is reused, no paint layer is added to the frame so we
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// won't call PhysicalShapeLayer::Paint.
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LayerRasterCacheKey key(unique_id(), context.Matrix());
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if (context.HasRetainedNode(key)) {
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TRACE_EVENT_INSTANT0("flutter", "retained layer cache hit");
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const scenic::EntityNode& retained_node = context.GetRetainedNode(key);
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FML_DCHECK(context.top_entity());
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FML_DCHECK(retained_node.session() == context.session());
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context.top_entity()->entity_node().AddChild(retained_node);
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return;
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}
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TRACE_EVENT_INSTANT0("flutter", "cache miss, creating");
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// If we can't find an existing retained surface, create one.
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SceneUpdateContext::Frame frame(context, frameRRect_, color_, SK_AlphaOPAQUE,
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elevation_, total_elevation_, this);
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for (auto& layer : layers()) {
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if (layer->needs_painting()) {
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frame.AddPaintLayer(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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FML_DCHECK(needs_painting());
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if (elevation_ != 0) {
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DrawShadow(context.leaf_nodes_canvas, path_, shadow_color_, elevation_,
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SkColorGetA(color_) != 0xff, context.frame_device_pixel_ratio);
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}
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// Call drawPath without clip if possible for better performance.
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SkPaint paint;
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paint.setColor(color_);
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paint.setAntiAlias(true);
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if (clip_behavior_ != Clip::antiAliasWithSaveLayer) {
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context.leaf_nodes_canvas->drawPath(path_, paint);
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}
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int saveCount = context.internal_nodes_canvas->save();
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switch (clip_behavior_) {
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case Clip::hardEdge:
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context.internal_nodes_canvas->clipPath(path_, false);
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break;
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case Clip::antiAlias:
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context.internal_nodes_canvas->clipPath(path_, true);
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break;
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case Clip::antiAliasWithSaveLayer:
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context.internal_nodes_canvas->clipPath(path_, true);
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context.internal_nodes_canvas->saveLayer(paint_bounds(), nullptr);
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break;
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case Clip::none:
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break;
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}
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if (UsesSaveLayer()) {
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// If we want to avoid the bleeding edge artifact
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// (https://github.com/flutter/flutter/issues/18057#issue-328003931)
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// using saveLayer, we have to call drawPaint instead of drawPath as
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// anti-aliased drawPath will always have such artifacts.
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context.leaf_nodes_canvas->drawPaint(paint);
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}
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PaintChildren(context);
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context.internal_nodes_canvas->restoreToCount(saveCount);
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}
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SkRect PhysicalShapeLayer::ComputeShadowBounds(const SkRect& bounds,
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float elevation,
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float pixel_ratio) {
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// The shadow offset is calculated as follows:
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// .--- (kLightRadius)
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// -------/ (light)
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// | /
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// | /
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// |/
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// |O
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// /| (kLightHeight)
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// / |
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// / |
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// / |
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// / |
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// ------------- (layer)
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// /| |
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// / | | (elevation)
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// A / | |B
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// ------------------------------------------------ (canvas)
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// --- (extent of shadow)
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//
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// E = lt } t = (r + w/2)/h
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// } =>
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// r + w/2 = ht } E = (l/h)(r + w/2)
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//
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// Where: E = extent of shadow
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// l = elevation of layer
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// r = radius of the light source
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// w = width of the layer
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// h = light height
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// t = tangent of AOB, i.e., multiplier for elevation to extent
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// tangent for x
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double tx =
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(kLightRadius * pixel_ratio + bounds.width() * 0.5) / kLightHeight;
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// tangent for y
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double ty =
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(kLightRadius * pixel_ratio + bounds.height() * 0.5) / kLightHeight;
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SkRect shadow_bounds(bounds);
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shadow_bounds.outset(elevation * tx, elevation * ty);
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return shadow_bounds;
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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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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, &ambientColor,
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&spotColor);
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SkShadowUtils::DrawShadow(
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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 flutter
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