1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2019 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/Composition.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTPin.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTo.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/include/Skottie.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/Camera.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/SkottieJson.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/SkottiePriv.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGGroup.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRenderNode.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGTransform.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/utils/SkJSON.h"
21*c8dee2aaSAndroid Build Coastguard Worker
22*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
23*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
24*c8dee2aaSAndroid Build Coastguard Worker
25*c8dee2aaSAndroid Build Coastguard Worker namespace skottie {
26*c8dee2aaSAndroid Build Coastguard Worker namespace internal {
27*c8dee2aaSAndroid Build Coastguard Worker
ScopedAssetRef(const AnimationBuilder * abuilder,const skjson::ObjectValue & jlayer)28*c8dee2aaSAndroid Build Coastguard Worker AnimationBuilder::ScopedAssetRef::ScopedAssetRef(const AnimationBuilder* abuilder,
29*c8dee2aaSAndroid Build Coastguard Worker const skjson::ObjectValue& jlayer) {
30*c8dee2aaSAndroid Build Coastguard Worker const auto refId = ParseDefault<SkString>(jlayer["refId"], SkString());
31*c8dee2aaSAndroid Build Coastguard Worker if (refId.isEmpty()) {
32*c8dee2aaSAndroid Build Coastguard Worker abuilder->log(Logger::Level::kError, nullptr, "Layer missing refId.");
33*c8dee2aaSAndroid Build Coastguard Worker return;
34*c8dee2aaSAndroid Build Coastguard Worker }
35*c8dee2aaSAndroid Build Coastguard Worker
36*c8dee2aaSAndroid Build Coastguard Worker const auto* asset_info = abuilder->fAssets.find(refId);
37*c8dee2aaSAndroid Build Coastguard Worker if (!asset_info) {
38*c8dee2aaSAndroid Build Coastguard Worker abuilder->log(Logger::Level::kError, nullptr, "Asset not found: '%s'.", refId.c_str());
39*c8dee2aaSAndroid Build Coastguard Worker return;
40*c8dee2aaSAndroid Build Coastguard Worker }
41*c8dee2aaSAndroid Build Coastguard Worker
42*c8dee2aaSAndroid Build Coastguard Worker if (asset_info->fIsAttaching) {
43*c8dee2aaSAndroid Build Coastguard Worker abuilder->log(Logger::Level::kError, nullptr,
44*c8dee2aaSAndroid Build Coastguard Worker "Asset cycle detected for: '%s'", refId.c_str());
45*c8dee2aaSAndroid Build Coastguard Worker return;
46*c8dee2aaSAndroid Build Coastguard Worker }
47*c8dee2aaSAndroid Build Coastguard Worker
48*c8dee2aaSAndroid Build Coastguard Worker asset_info->fIsAttaching = true;
49*c8dee2aaSAndroid Build Coastguard Worker
50*c8dee2aaSAndroid Build Coastguard Worker fInfo = asset_info;
51*c8dee2aaSAndroid Build Coastguard Worker }
52*c8dee2aaSAndroid Build Coastguard Worker
CompositionBuilder(const AnimationBuilder & abuilder,const SkSize & size,const skjson::ObjectValue & jcomp)53*c8dee2aaSAndroid Build Coastguard Worker CompositionBuilder::CompositionBuilder(const AnimationBuilder& abuilder,
54*c8dee2aaSAndroid Build Coastguard Worker const SkSize& size,
55*c8dee2aaSAndroid Build Coastguard Worker const skjson::ObjectValue& jcomp)
56*c8dee2aaSAndroid Build Coastguard Worker : fSize(size) {
57*c8dee2aaSAndroid Build Coastguard Worker
58*c8dee2aaSAndroid Build Coastguard Worker // Optional motion blur params.
59*c8dee2aaSAndroid Build Coastguard Worker if (const skjson::ObjectValue* jmb = jcomp["mb"]) {
60*c8dee2aaSAndroid Build Coastguard Worker static constexpr size_t kMaxSamplesPerFrame = 64;
61*c8dee2aaSAndroid Build Coastguard Worker fMotionBlurSamples = std::min(ParseDefault<size_t>((*jmb)["spf"], 1ul),
62*c8dee2aaSAndroid Build Coastguard Worker kMaxSamplesPerFrame);
63*c8dee2aaSAndroid Build Coastguard Worker fMotionBlurAngle = SkTPin(ParseDefault((*jmb)["sa"], 0.0f), 0.0f, 720.0f);
64*c8dee2aaSAndroid Build Coastguard Worker fMotionBlurPhase = SkTPin(ParseDefault((*jmb)["sp"], 0.0f), -360.0f, 360.0f);
65*c8dee2aaSAndroid Build Coastguard Worker }
66*c8dee2aaSAndroid Build Coastguard Worker
67*c8dee2aaSAndroid Build Coastguard Worker int camera_builder_index = -1;
68*c8dee2aaSAndroid Build Coastguard Worker
69*c8dee2aaSAndroid Build Coastguard Worker // Prepare layer builders.
70*c8dee2aaSAndroid Build Coastguard Worker if (const skjson::ArrayValue* jlayers = jcomp["layers"]) {
71*c8dee2aaSAndroid Build Coastguard Worker fLayerBuilders.reserve(SkToInt(jlayers->size()));
72*c8dee2aaSAndroid Build Coastguard Worker for (const skjson::ObjectValue* jlayer : *jlayers) {
73*c8dee2aaSAndroid Build Coastguard Worker if (!jlayer) continue;
74*c8dee2aaSAndroid Build Coastguard Worker
75*c8dee2aaSAndroid Build Coastguard Worker const auto lbuilder_index = fLayerBuilders.size();
76*c8dee2aaSAndroid Build Coastguard Worker fLayerBuilders.emplace_back(*jlayer, fSize);
77*c8dee2aaSAndroid Build Coastguard Worker const auto& lbuilder = fLayerBuilders.back();
78*c8dee2aaSAndroid Build Coastguard Worker
79*c8dee2aaSAndroid Build Coastguard Worker fLayerIndexMap.set(lbuilder.index(), lbuilder_index);
80*c8dee2aaSAndroid Build Coastguard Worker
81*c8dee2aaSAndroid Build Coastguard Worker // Keep track of the camera builder.
82*c8dee2aaSAndroid Build Coastguard Worker if (lbuilder.isCamera()) {
83*c8dee2aaSAndroid Build Coastguard Worker // We only support one (first) camera for now.
84*c8dee2aaSAndroid Build Coastguard Worker if (camera_builder_index < 0) {
85*c8dee2aaSAndroid Build Coastguard Worker camera_builder_index = SkToInt(lbuilder_index);
86*c8dee2aaSAndroid Build Coastguard Worker } else {
87*c8dee2aaSAndroid Build Coastguard Worker abuilder.log(Logger::Level::kWarning, jlayer,
88*c8dee2aaSAndroid Build Coastguard Worker "Ignoring duplicate camera layer.");
89*c8dee2aaSAndroid Build Coastguard Worker }
90*c8dee2aaSAndroid Build Coastguard Worker }
91*c8dee2aaSAndroid Build Coastguard Worker }
92*c8dee2aaSAndroid Build Coastguard Worker }
93*c8dee2aaSAndroid Build Coastguard Worker
94*c8dee2aaSAndroid Build Coastguard Worker // Attach a camera transform upfront, if needed (required to build
95*c8dee2aaSAndroid Build Coastguard Worker // all other 3D transform chains).
96*c8dee2aaSAndroid Build Coastguard Worker if (camera_builder_index >= 0) {
97*c8dee2aaSAndroid Build Coastguard Worker // Explicit camera.
98*c8dee2aaSAndroid Build Coastguard Worker fCameraTransform = fLayerBuilders[camera_builder_index].buildTransform(abuilder, this);
99*c8dee2aaSAndroid Build Coastguard Worker } else if (ParseDefault<int>(jcomp["ddd"], 0) && !fSize.isEmpty()) {
100*c8dee2aaSAndroid Build Coastguard Worker // Default/implicit camera when 3D layers are present.
101*c8dee2aaSAndroid Build Coastguard Worker fCameraTransform = CameraAdaper::DefaultCameraTransform(fSize);
102*c8dee2aaSAndroid Build Coastguard Worker }
103*c8dee2aaSAndroid Build Coastguard Worker }
104*c8dee2aaSAndroid Build Coastguard Worker
105*c8dee2aaSAndroid Build Coastguard Worker CompositionBuilder::~CompositionBuilder() = default;
106*c8dee2aaSAndroid Build Coastguard Worker
layerBuilder(int layer_index)107*c8dee2aaSAndroid Build Coastguard Worker LayerBuilder* CompositionBuilder::layerBuilder(int layer_index) {
108*c8dee2aaSAndroid Build Coastguard Worker if (layer_index < 0) {
109*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
110*c8dee2aaSAndroid Build Coastguard Worker }
111*c8dee2aaSAndroid Build Coastguard Worker
112*c8dee2aaSAndroid Build Coastguard Worker if (const auto* idx = fLayerIndexMap.find(layer_index)) {
113*c8dee2aaSAndroid Build Coastguard Worker return &fLayerBuilders[SkToInt(*idx)];
114*c8dee2aaSAndroid Build Coastguard Worker }
115*c8dee2aaSAndroid Build Coastguard Worker
116*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
117*c8dee2aaSAndroid Build Coastguard Worker }
118*c8dee2aaSAndroid Build Coastguard Worker
build(const AnimationBuilder & abuilder)119*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> CompositionBuilder::build(const AnimationBuilder& abuilder) {
120*c8dee2aaSAndroid Build Coastguard Worker // First pass - transitively attach layer transform chains.
121*c8dee2aaSAndroid Build Coastguard Worker for (auto& lbuilder : fLayerBuilders) {
122*c8dee2aaSAndroid Build Coastguard Worker lbuilder.buildTransform(abuilder, this);
123*c8dee2aaSAndroid Build Coastguard Worker }
124*c8dee2aaSAndroid Build Coastguard Worker
125*c8dee2aaSAndroid Build Coastguard Worker // Second pass - attach actual layer contents and finalize the layer render tree.
126*c8dee2aaSAndroid Build Coastguard Worker std::vector<sk_sp<sksg::RenderNode>> layers;
127*c8dee2aaSAndroid Build Coastguard Worker layers.reserve(fLayerBuilders.size());
128*c8dee2aaSAndroid Build Coastguard Worker
129*c8dee2aaSAndroid Build Coastguard Worker LayerBuilder* prev_layer = nullptr;
130*c8dee2aaSAndroid Build Coastguard Worker for (auto& lbuilder : fLayerBuilders) {
131*c8dee2aaSAndroid Build Coastguard Worker if (auto layer = lbuilder.buildRenderTree(abuilder, this, prev_layer)) {
132*c8dee2aaSAndroid Build Coastguard Worker layers.push_back(std::move(layer));
133*c8dee2aaSAndroid Build Coastguard Worker }
134*c8dee2aaSAndroid Build Coastguard Worker prev_layer = &lbuilder;
135*c8dee2aaSAndroid Build Coastguard Worker }
136*c8dee2aaSAndroid Build Coastguard Worker
137*c8dee2aaSAndroid Build Coastguard Worker if (layers.empty()) {
138*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
139*c8dee2aaSAndroid Build Coastguard Worker }
140*c8dee2aaSAndroid Build Coastguard Worker
141*c8dee2aaSAndroid Build Coastguard Worker if (layers.size() == 1) {
142*c8dee2aaSAndroid Build Coastguard Worker return std::move(layers[0]);
143*c8dee2aaSAndroid Build Coastguard Worker }
144*c8dee2aaSAndroid Build Coastguard Worker
145*c8dee2aaSAndroid Build Coastguard Worker // Layers are painted in bottom->top order.
146*c8dee2aaSAndroid Build Coastguard Worker std::reverse(layers.begin(), layers.end());
147*c8dee2aaSAndroid Build Coastguard Worker layers.shrink_to_fit();
148*c8dee2aaSAndroid Build Coastguard Worker
149*c8dee2aaSAndroid Build Coastguard Worker return sksg::Group::Make(std::move(layers));
150*c8dee2aaSAndroid Build Coastguard Worker }
151*c8dee2aaSAndroid Build Coastguard Worker
152*c8dee2aaSAndroid Build Coastguard Worker } // namespace internal
153*c8dee2aaSAndroid Build Coastguard Worker } // namespace skottie
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