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/Layer.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlendMode.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkM44.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPathTypes.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkScalar.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTo.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/include/Skottie.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/include/SkottieProperty.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/Composition.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/SkottieJson.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/SkottieValue.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/animator/Animator.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/effects/Effects.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/effects/MotionBlurEffect.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGClipEffect.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGDraw.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGGeometryNode.h"
31*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGGroup.h"
32*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGMaskEffect.h"
33*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGMerge.h"
34*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGPaint.h"
35*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGPath.h"
36*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRect.h"
37*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRenderEffect.h"
38*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRenderNode.h"
39*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGTransform.h"
40*c8dee2aaSAndroid Build Coastguard Worker #include "src/utils/SkJSON.h"
41*c8dee2aaSAndroid Build Coastguard Worker
42*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
43*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
44*c8dee2aaSAndroid Build Coastguard Worker
45*c8dee2aaSAndroid Build Coastguard Worker struct SkSize;
46*c8dee2aaSAndroid Build Coastguard Worker
47*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
48*c8dee2aaSAndroid Build Coastguard Worker
49*c8dee2aaSAndroid Build Coastguard Worker namespace skottie {
50*c8dee2aaSAndroid Build Coastguard Worker namespace internal {
51*c8dee2aaSAndroid Build Coastguard Worker
52*c8dee2aaSAndroid Build Coastguard Worker namespace {
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker struct MaskInfo {
55*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode fBlendMode; // used when masking with layers/blending
56*c8dee2aaSAndroid Build Coastguard Worker sksg::Merge::Mode fMergeMode; // used when clipping
57*c8dee2aaSAndroid Build Coastguard Worker bool fInvertGeometry;
58*c8dee2aaSAndroid Build Coastguard Worker };
59*c8dee2aaSAndroid Build Coastguard Worker
GetMaskInfo(char mode)60*c8dee2aaSAndroid Build Coastguard Worker const MaskInfo* GetMaskInfo(char mode) {
61*c8dee2aaSAndroid Build Coastguard Worker static constexpr MaskInfo k_add_info =
62*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kSrcOver , sksg::Merge::Mode::kUnion , false };
63*c8dee2aaSAndroid Build Coastguard Worker static constexpr MaskInfo k_int_info =
64*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kSrcIn , sksg::Merge::Mode::kIntersect , false };
65*c8dee2aaSAndroid Build Coastguard Worker static constexpr MaskInfo k_sub_info =
66*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kDstOut , sksg::Merge::Mode::kDifference, true };
67*c8dee2aaSAndroid Build Coastguard Worker static constexpr MaskInfo k_dif_info =
68*c8dee2aaSAndroid Build Coastguard Worker { SkBlendMode::kXor , sksg::Merge::Mode::kXOR , false };
69*c8dee2aaSAndroid Build Coastguard Worker
70*c8dee2aaSAndroid Build Coastguard Worker switch (mode) {
71*c8dee2aaSAndroid Build Coastguard Worker case 'a': return &k_add_info;
72*c8dee2aaSAndroid Build Coastguard Worker case 'f': return &k_dif_info;
73*c8dee2aaSAndroid Build Coastguard Worker case 'i': return &k_int_info;
74*c8dee2aaSAndroid Build Coastguard Worker case 's': return &k_sub_info;
75*c8dee2aaSAndroid Build Coastguard Worker default: break;
76*c8dee2aaSAndroid Build Coastguard Worker }
77*c8dee2aaSAndroid Build Coastguard Worker
78*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
79*c8dee2aaSAndroid Build Coastguard Worker }
80*c8dee2aaSAndroid Build Coastguard Worker
81*c8dee2aaSAndroid Build Coastguard Worker class MaskAdapter final : public AnimatablePropertyContainer {
82*c8dee2aaSAndroid Build Coastguard Worker public:
MaskAdapter(const skjson::ObjectValue & jmask,const AnimationBuilder & abuilder,SkBlendMode bm)83*c8dee2aaSAndroid Build Coastguard Worker MaskAdapter(const skjson::ObjectValue& jmask, const AnimationBuilder& abuilder, SkBlendMode bm)
84*c8dee2aaSAndroid Build Coastguard Worker : fMaskPaint(sksg::Color::Make(SK_ColorBLACK))
85*c8dee2aaSAndroid Build Coastguard Worker , fBlendMode(bm)
86*c8dee2aaSAndroid Build Coastguard Worker {
87*c8dee2aaSAndroid Build Coastguard Worker fMaskPaint->setAntiAlias(true);
88*c8dee2aaSAndroid Build Coastguard Worker if (!this->requires_isolation()) {
89*c8dee2aaSAndroid Build Coastguard Worker // We can mask at draw time.
90*c8dee2aaSAndroid Build Coastguard Worker fMaskPaint->setBlendMode(bm);
91*c8dee2aaSAndroid Build Coastguard Worker }
92*c8dee2aaSAndroid Build Coastguard Worker
93*c8dee2aaSAndroid Build Coastguard Worker this->bind(abuilder, jmask["o"], fOpacity);
94*c8dee2aaSAndroid Build Coastguard Worker
95*c8dee2aaSAndroid Build Coastguard Worker if (this->bind(abuilder, jmask["f"], fFeather)) {
96*c8dee2aaSAndroid Build Coastguard Worker fMaskFilter = sksg::BlurImageFilter::Make();
97*c8dee2aaSAndroid Build Coastguard Worker // Mask feathers don't repeat edge pixels.
98*c8dee2aaSAndroid Build Coastguard Worker fMaskFilter->setTileMode(SkTileMode::kDecal);
99*c8dee2aaSAndroid Build Coastguard Worker }
100*c8dee2aaSAndroid Build Coastguard Worker }
101*c8dee2aaSAndroid Build Coastguard Worker
hasEffect() const102*c8dee2aaSAndroid Build Coastguard Worker bool hasEffect() const {
103*c8dee2aaSAndroid Build Coastguard Worker return !this->isStatic()
104*c8dee2aaSAndroid Build Coastguard Worker || fOpacity < 100
105*c8dee2aaSAndroid Build Coastguard Worker || fFeather != SkV2{0,0};
106*c8dee2aaSAndroid Build Coastguard Worker }
107*c8dee2aaSAndroid Build Coastguard Worker
makeMask(sk_sp<sksg::Path> mask_path) const108*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> makeMask(sk_sp<sksg::Path> mask_path) const {
109*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> mask = sksg::Draw::Make(std::move(mask_path), fMaskPaint);
110*c8dee2aaSAndroid Build Coastguard Worker
111*c8dee2aaSAndroid Build Coastguard Worker // Optional mask blur (feather).
112*c8dee2aaSAndroid Build Coastguard Worker mask = sksg::ImageFilterEffect::Make(std::move(mask), fMaskFilter);
113*c8dee2aaSAndroid Build Coastguard Worker
114*c8dee2aaSAndroid Build Coastguard Worker if (this->requires_isolation()) {
115*c8dee2aaSAndroid Build Coastguard Worker mask = sksg::LayerEffect::Make(std::move(mask), fBlendMode);
116*c8dee2aaSAndroid Build Coastguard Worker }
117*c8dee2aaSAndroid Build Coastguard Worker
118*c8dee2aaSAndroid Build Coastguard Worker return mask;
119*c8dee2aaSAndroid Build Coastguard Worker }
120*c8dee2aaSAndroid Build Coastguard Worker
121*c8dee2aaSAndroid Build Coastguard Worker private:
onSync()122*c8dee2aaSAndroid Build Coastguard Worker void onSync() override {
123*c8dee2aaSAndroid Build Coastguard Worker fMaskPaint->setOpacity(fOpacity * 0.01f);
124*c8dee2aaSAndroid Build Coastguard Worker if (fMaskFilter) {
125*c8dee2aaSAndroid Build Coastguard Worker // Close enough to AE.
126*c8dee2aaSAndroid Build Coastguard Worker static constexpr SkScalar kFeatherToSigma = 0.38f;
127*c8dee2aaSAndroid Build Coastguard Worker fMaskFilter->setSigma({fFeather.x * kFeatherToSigma,
128*c8dee2aaSAndroid Build Coastguard Worker fFeather.y * kFeatherToSigma});
129*c8dee2aaSAndroid Build Coastguard Worker }
130*c8dee2aaSAndroid Build Coastguard Worker }
131*c8dee2aaSAndroid Build Coastguard Worker
requires_isolation() const132*c8dee2aaSAndroid Build Coastguard Worker bool requires_isolation() const {
133*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fBlendMode == SkBlendMode::kSrc ||
134*c8dee2aaSAndroid Build Coastguard Worker fBlendMode == SkBlendMode::kSrcOver ||
135*c8dee2aaSAndroid Build Coastguard Worker fBlendMode == SkBlendMode::kSrcIn ||
136*c8dee2aaSAndroid Build Coastguard Worker fBlendMode == SkBlendMode::kDstOut ||
137*c8dee2aaSAndroid Build Coastguard Worker fBlendMode == SkBlendMode::kXor);
138*c8dee2aaSAndroid Build Coastguard Worker
139*c8dee2aaSAndroid Build Coastguard Worker // Some mask modes touch pixels outside the immediate draw geometry.
140*c8dee2aaSAndroid Build Coastguard Worker // These require a layer.
141*c8dee2aaSAndroid Build Coastguard Worker switch (fBlendMode) {
142*c8dee2aaSAndroid Build Coastguard Worker case (SkBlendMode::kSrcIn): return true;
143*c8dee2aaSAndroid Build Coastguard Worker default : return false;
144*c8dee2aaSAndroid Build Coastguard Worker }
145*c8dee2aaSAndroid Build Coastguard Worker SkUNREACHABLE;
146*c8dee2aaSAndroid Build Coastguard Worker }
147*c8dee2aaSAndroid Build Coastguard Worker
148*c8dee2aaSAndroid Build Coastguard Worker const sk_sp<sksg::PaintNode> fMaskPaint;
149*c8dee2aaSAndroid Build Coastguard Worker const SkBlendMode fBlendMode;
150*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::BlurImageFilter> fMaskFilter; // optional "feather"
151*c8dee2aaSAndroid Build Coastguard Worker
152*c8dee2aaSAndroid Build Coastguard Worker Vec2Value fFeather = {0,0};
153*c8dee2aaSAndroid Build Coastguard Worker ScalarValue fOpacity = 100;
154*c8dee2aaSAndroid Build Coastguard Worker };
155*c8dee2aaSAndroid Build Coastguard Worker
AttachMask(const skjson::ArrayValue * jmask,const AnimationBuilder * abuilder,sk_sp<sksg::RenderNode> childNode)156*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> AttachMask(const skjson::ArrayValue* jmask,
157*c8dee2aaSAndroid Build Coastguard Worker const AnimationBuilder* abuilder,
158*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> childNode) {
159*c8dee2aaSAndroid Build Coastguard Worker if (!jmask) return childNode;
160*c8dee2aaSAndroid Build Coastguard Worker
161*c8dee2aaSAndroid Build Coastguard Worker struct MaskRecord {
162*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::Path> mask_path; // for clipping and masking
163*c8dee2aaSAndroid Build Coastguard Worker sk_sp<MaskAdapter> mask_adapter; // for masking
164*c8dee2aaSAndroid Build Coastguard Worker sksg::Merge::Mode merge_mode; // for clipping
165*c8dee2aaSAndroid Build Coastguard Worker };
166*c8dee2aaSAndroid Build Coastguard Worker
167*c8dee2aaSAndroid Build Coastguard Worker STArray<4, MaskRecord, true> mask_stack;
168*c8dee2aaSAndroid Build Coastguard Worker bool has_effect = false;
169*c8dee2aaSAndroid Build Coastguard Worker
170*c8dee2aaSAndroid Build Coastguard Worker for (const skjson::ObjectValue* m : *jmask) {
171*c8dee2aaSAndroid Build Coastguard Worker if (!m) continue;
172*c8dee2aaSAndroid Build Coastguard Worker
173*c8dee2aaSAndroid Build Coastguard Worker const skjson::StringValue* jmode = (*m)["mode"];
174*c8dee2aaSAndroid Build Coastguard Worker if (!jmode || jmode->size() != 1) {
175*c8dee2aaSAndroid Build Coastguard Worker abuilder->log(Logger::Level::kError, &(*m)["mode"], "Invalid mask mode.");
176*c8dee2aaSAndroid Build Coastguard Worker continue;
177*c8dee2aaSAndroid Build Coastguard Worker }
178*c8dee2aaSAndroid Build Coastguard Worker
179*c8dee2aaSAndroid Build Coastguard Worker const auto mode = *jmode->begin();
180*c8dee2aaSAndroid Build Coastguard Worker if (mode == 'n') {
181*c8dee2aaSAndroid Build Coastguard Worker // "None" masks have no effect.
182*c8dee2aaSAndroid Build Coastguard Worker continue;
183*c8dee2aaSAndroid Build Coastguard Worker }
184*c8dee2aaSAndroid Build Coastguard Worker
185*c8dee2aaSAndroid Build Coastguard Worker const auto* mask_info = GetMaskInfo(mode);
186*c8dee2aaSAndroid Build Coastguard Worker if (!mask_info) {
187*c8dee2aaSAndroid Build Coastguard Worker abuilder->log(Logger::Level::kWarning, nullptr, "Unsupported mask mode: '%c'.", mode);
188*c8dee2aaSAndroid Build Coastguard Worker continue;
189*c8dee2aaSAndroid Build Coastguard Worker }
190*c8dee2aaSAndroid Build Coastguard Worker
191*c8dee2aaSAndroid Build Coastguard Worker auto mask_path = abuilder->attachPath((*m)["pt"]);
192*c8dee2aaSAndroid Build Coastguard Worker if (!mask_path) {
193*c8dee2aaSAndroid Build Coastguard Worker abuilder->log(Logger::Level::kError, m, "Could not parse mask path.");
194*c8dee2aaSAndroid Build Coastguard Worker continue;
195*c8dee2aaSAndroid Build Coastguard Worker }
196*c8dee2aaSAndroid Build Coastguard Worker
197*c8dee2aaSAndroid Build Coastguard Worker auto mask_blend_mode = mask_info->fBlendMode;
198*c8dee2aaSAndroid Build Coastguard Worker auto mask_merge_mode = mask_info->fMergeMode;
199*c8dee2aaSAndroid Build Coastguard Worker auto mask_inverted = ParseDefault<bool>((*m)["inv"], false);
200*c8dee2aaSAndroid Build Coastguard Worker
201*c8dee2aaSAndroid Build Coastguard Worker if (mask_stack.empty()) {
202*c8dee2aaSAndroid Build Coastguard Worker // First mask adjustments:
203*c8dee2aaSAndroid Build Coastguard Worker // - always draw in source mode
204*c8dee2aaSAndroid Build Coastguard Worker // - invert geometry if needed
205*c8dee2aaSAndroid Build Coastguard Worker mask_blend_mode = SkBlendMode::kSrc;
206*c8dee2aaSAndroid Build Coastguard Worker mask_merge_mode = sksg::Merge::Mode::kMerge;
207*c8dee2aaSAndroid Build Coastguard Worker mask_inverted = mask_inverted != mask_info->fInvertGeometry;
208*c8dee2aaSAndroid Build Coastguard Worker }
209*c8dee2aaSAndroid Build Coastguard Worker
210*c8dee2aaSAndroid Build Coastguard Worker mask_path->setFillType(mask_inverted ? SkPathFillType::kInverseWinding
211*c8dee2aaSAndroid Build Coastguard Worker : SkPathFillType::kWinding);
212*c8dee2aaSAndroid Build Coastguard Worker
213*c8dee2aaSAndroid Build Coastguard Worker auto mask_adapter = sk_make_sp<MaskAdapter>(*m, *abuilder, mask_blend_mode);
214*c8dee2aaSAndroid Build Coastguard Worker abuilder->attachDiscardableAdapter(mask_adapter);
215*c8dee2aaSAndroid Build Coastguard Worker
216*c8dee2aaSAndroid Build Coastguard Worker has_effect |= mask_adapter->hasEffect();
217*c8dee2aaSAndroid Build Coastguard Worker
218*c8dee2aaSAndroid Build Coastguard Worker mask_stack.push_back({ std::move(mask_path),
219*c8dee2aaSAndroid Build Coastguard Worker std::move(mask_adapter),
220*c8dee2aaSAndroid Build Coastguard Worker mask_merge_mode });
221*c8dee2aaSAndroid Build Coastguard Worker }
222*c8dee2aaSAndroid Build Coastguard Worker
223*c8dee2aaSAndroid Build Coastguard Worker
224*c8dee2aaSAndroid Build Coastguard Worker if (mask_stack.empty())
225*c8dee2aaSAndroid Build Coastguard Worker return childNode;
226*c8dee2aaSAndroid Build Coastguard Worker
227*c8dee2aaSAndroid Build Coastguard Worker // If the masks are fully opaque, we can clip.
228*c8dee2aaSAndroid Build Coastguard Worker if (!has_effect) {
229*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::GeometryNode> clip_node;
230*c8dee2aaSAndroid Build Coastguard Worker
231*c8dee2aaSAndroid Build Coastguard Worker if (mask_stack.size() == 1) {
232*c8dee2aaSAndroid Build Coastguard Worker // Single path -> just clip.
233*c8dee2aaSAndroid Build Coastguard Worker clip_node = std::move(mask_stack.front().mask_path);
234*c8dee2aaSAndroid Build Coastguard Worker } else {
235*c8dee2aaSAndroid Build Coastguard Worker // Multiple clip paths -> merge.
236*c8dee2aaSAndroid Build Coastguard Worker std::vector<sksg::Merge::Rec> merge_recs;
237*c8dee2aaSAndroid Build Coastguard Worker merge_recs.reserve(SkToSizeT(mask_stack.size()));
238*c8dee2aaSAndroid Build Coastguard Worker
239*c8dee2aaSAndroid Build Coastguard Worker for (auto& mask : mask_stack) {
240*c8dee2aaSAndroid Build Coastguard Worker merge_recs.push_back({std::move(mask.mask_path), mask.merge_mode });
241*c8dee2aaSAndroid Build Coastguard Worker }
242*c8dee2aaSAndroid Build Coastguard Worker clip_node = sksg::Merge::Make(std::move(merge_recs));
243*c8dee2aaSAndroid Build Coastguard Worker }
244*c8dee2aaSAndroid Build Coastguard Worker
245*c8dee2aaSAndroid Build Coastguard Worker return sksg::ClipEffect::Make(std::move(childNode), std::move(clip_node), true);
246*c8dee2aaSAndroid Build Coastguard Worker }
247*c8dee2aaSAndroid Build Coastguard Worker
248*c8dee2aaSAndroid Build Coastguard Worker // Complex masks (non-opaque or blurred) turn into a mask node stack.
249*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> maskNode;
250*c8dee2aaSAndroid Build Coastguard Worker if (mask_stack.size() == 1) {
251*c8dee2aaSAndroid Build Coastguard Worker // no group needed for single mask
252*c8dee2aaSAndroid Build Coastguard Worker const auto rec = mask_stack.front();
253*c8dee2aaSAndroid Build Coastguard Worker maskNode = rec.mask_adapter->makeMask(std::move(rec.mask_path));
254*c8dee2aaSAndroid Build Coastguard Worker } else {
255*c8dee2aaSAndroid Build Coastguard Worker std::vector<sk_sp<sksg::RenderNode>> masks;
256*c8dee2aaSAndroid Build Coastguard Worker masks.reserve(SkToSizeT(mask_stack.size()));
257*c8dee2aaSAndroid Build Coastguard Worker for (auto& rec : mask_stack) {
258*c8dee2aaSAndroid Build Coastguard Worker masks.push_back(rec.mask_adapter->makeMask(std::move(rec.mask_path)));
259*c8dee2aaSAndroid Build Coastguard Worker }
260*c8dee2aaSAndroid Build Coastguard Worker
261*c8dee2aaSAndroid Build Coastguard Worker maskNode = sksg::Group::Make(std::move(masks));
262*c8dee2aaSAndroid Build Coastguard Worker }
263*c8dee2aaSAndroid Build Coastguard Worker
264*c8dee2aaSAndroid Build Coastguard Worker return sksg::MaskEffect::Make(std::move(childNode), std::move(maskNode));
265*c8dee2aaSAndroid Build Coastguard Worker }
266*c8dee2aaSAndroid Build Coastguard Worker
267*c8dee2aaSAndroid Build Coastguard Worker class LayerController final : public Animator {
268*c8dee2aaSAndroid Build Coastguard Worker public:
LayerController(AnimatorScope && layer_animators,sk_sp<sksg::RenderNode> layer,size_t tanim_count,float in,float out)269*c8dee2aaSAndroid Build Coastguard Worker LayerController(AnimatorScope&& layer_animators,
270*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> layer,
271*c8dee2aaSAndroid Build Coastguard Worker size_t tanim_count, float in, float out)
272*c8dee2aaSAndroid Build Coastguard Worker : fLayerAnimators(std::move(layer_animators))
273*c8dee2aaSAndroid Build Coastguard Worker , fLayerNode(std::move(layer))
274*c8dee2aaSAndroid Build Coastguard Worker , fTransformAnimatorsCount(tanim_count)
275*c8dee2aaSAndroid Build Coastguard Worker , fIn(in)
276*c8dee2aaSAndroid Build Coastguard Worker , fOut(out) {}
277*c8dee2aaSAndroid Build Coastguard Worker
278*c8dee2aaSAndroid Build Coastguard Worker protected:
onSeek(float t)279*c8dee2aaSAndroid Build Coastguard Worker StateChanged onSeek(float t) override {
280*c8dee2aaSAndroid Build Coastguard Worker // in/out may be inverted for time-reversed layers
281*c8dee2aaSAndroid Build Coastguard Worker const auto active = (t >= fIn && t < fOut) || (t > fOut && t <= fIn);
282*c8dee2aaSAndroid Build Coastguard Worker
283*c8dee2aaSAndroid Build Coastguard Worker bool changed = false;
284*c8dee2aaSAndroid Build Coastguard Worker if (fLayerNode) {
285*c8dee2aaSAndroid Build Coastguard Worker changed |= (fLayerNode->isVisible() != active);
286*c8dee2aaSAndroid Build Coastguard Worker fLayerNode->setVisible(active);
287*c8dee2aaSAndroid Build Coastguard Worker }
288*c8dee2aaSAndroid Build Coastguard Worker
289*c8dee2aaSAndroid Build Coastguard Worker // When active, dispatch ticks to all layer animators.
290*c8dee2aaSAndroid Build Coastguard Worker // When inactive, we must still dispatch ticks to the layer transform animators
291*c8dee2aaSAndroid Build Coastguard Worker // (active child layers depend on transforms being updated).
292*c8dee2aaSAndroid Build Coastguard Worker const auto dispatch_count = active ? fLayerAnimators.size()
293*c8dee2aaSAndroid Build Coastguard Worker : fTransformAnimatorsCount;
294*c8dee2aaSAndroid Build Coastguard Worker for (size_t i = 0; i < dispatch_count; ++i) {
295*c8dee2aaSAndroid Build Coastguard Worker changed |= fLayerAnimators[i]->seek(t);
296*c8dee2aaSAndroid Build Coastguard Worker }
297*c8dee2aaSAndroid Build Coastguard Worker
298*c8dee2aaSAndroid Build Coastguard Worker return changed;
299*c8dee2aaSAndroid Build Coastguard Worker }
300*c8dee2aaSAndroid Build Coastguard Worker
301*c8dee2aaSAndroid Build Coastguard Worker private:
302*c8dee2aaSAndroid Build Coastguard Worker const AnimatorScope fLayerAnimators;
303*c8dee2aaSAndroid Build Coastguard Worker const sk_sp<sksg::RenderNode> fLayerNode;
304*c8dee2aaSAndroid Build Coastguard Worker const size_t fTransformAnimatorsCount;
305*c8dee2aaSAndroid Build Coastguard Worker const float fIn,
306*c8dee2aaSAndroid Build Coastguard Worker fOut;
307*c8dee2aaSAndroid Build Coastguard Worker };
308*c8dee2aaSAndroid Build Coastguard Worker
309*c8dee2aaSAndroid Build Coastguard Worker class MotionBlurController final : public Animator {
310*c8dee2aaSAndroid Build Coastguard Worker public:
MotionBlurController(sk_sp<MotionBlurEffect> mbe)311*c8dee2aaSAndroid Build Coastguard Worker explicit MotionBlurController(sk_sp<MotionBlurEffect> mbe)
312*c8dee2aaSAndroid Build Coastguard Worker : fMotionBlurEffect(std::move(mbe)) {}
313*c8dee2aaSAndroid Build Coastguard Worker
314*c8dee2aaSAndroid Build Coastguard Worker protected:
315*c8dee2aaSAndroid Build Coastguard Worker // When motion blur is present, time ticks are not passed to layer animators
316*c8dee2aaSAndroid Build Coastguard Worker // but to the motion blur effect. The effect then drives the animators/scene-graph
317*c8dee2aaSAndroid Build Coastguard Worker // during reval and render phases.
onSeek(float t)318*c8dee2aaSAndroid Build Coastguard Worker StateChanged onSeek(float t) override {
319*c8dee2aaSAndroid Build Coastguard Worker fMotionBlurEffect->setT(t);
320*c8dee2aaSAndroid Build Coastguard Worker return true;
321*c8dee2aaSAndroid Build Coastguard Worker }
322*c8dee2aaSAndroid Build Coastguard Worker
323*c8dee2aaSAndroid Build Coastguard Worker private:
324*c8dee2aaSAndroid Build Coastguard Worker const sk_sp<MotionBlurEffect> fMotionBlurEffect;
325*c8dee2aaSAndroid Build Coastguard Worker };
326*c8dee2aaSAndroid Build Coastguard Worker
327*c8dee2aaSAndroid Build Coastguard Worker } // namespace
328*c8dee2aaSAndroid Build Coastguard Worker
LayerBuilder(const skjson::ObjectValue & jlayer,const SkSize & comp_size)329*c8dee2aaSAndroid Build Coastguard Worker LayerBuilder::LayerBuilder(const skjson::ObjectValue& jlayer, const SkSize& comp_size)
330*c8dee2aaSAndroid Build Coastguard Worker : fJlayer(jlayer)
331*c8dee2aaSAndroid Build Coastguard Worker , fIndex (ParseDefault<int>(jlayer["ind" ], -1))
332*c8dee2aaSAndroid Build Coastguard Worker , fParentIndex(ParseDefault<int>(jlayer["parent"], -1))
333*c8dee2aaSAndroid Build Coastguard Worker , fType (ParseDefault<int>(jlayer["ty" ], -1))
334*c8dee2aaSAndroid Build Coastguard Worker , fAutoOrient (ParseDefault<int>(jlayer["ao" ], 0))
335*c8dee2aaSAndroid Build Coastguard Worker , fInfo{comp_size,
336*c8dee2aaSAndroid Build Coastguard Worker ParseDefault<float>(jlayer["ip"], 0.0f),
337*c8dee2aaSAndroid Build Coastguard Worker ParseDefault<float>(jlayer["op"], 0.0f)}
338*c8dee2aaSAndroid Build Coastguard Worker {
339*c8dee2aaSAndroid Build Coastguard Worker
340*c8dee2aaSAndroid Build Coastguard Worker if (this->isCamera() || ParseDefault<int>(jlayer["ddd"], 0)) {
341*c8dee2aaSAndroid Build Coastguard Worker fFlags |= Flags::kIs3D;
342*c8dee2aaSAndroid Build Coastguard Worker }
343*c8dee2aaSAndroid Build Coastguard Worker }
344*c8dee2aaSAndroid Build Coastguard Worker
345*c8dee2aaSAndroid Build Coastguard Worker LayerBuilder::~LayerBuilder() = default;
346*c8dee2aaSAndroid Build Coastguard Worker
isCamera() const347*c8dee2aaSAndroid Build Coastguard Worker bool LayerBuilder::isCamera() const {
348*c8dee2aaSAndroid Build Coastguard Worker static constexpr int kCameraLayerType = 13;
349*c8dee2aaSAndroid Build Coastguard Worker
350*c8dee2aaSAndroid Build Coastguard Worker return fType == kCameraLayerType;
351*c8dee2aaSAndroid Build Coastguard Worker }
352*c8dee2aaSAndroid Build Coastguard Worker
buildTransform(const AnimationBuilder & abuilder,CompositionBuilder * cbuilder)353*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::Transform> LayerBuilder::buildTransform(const AnimationBuilder& abuilder,
354*c8dee2aaSAndroid Build Coastguard Worker CompositionBuilder* cbuilder) {
355*c8dee2aaSAndroid Build Coastguard Worker // Depending on the leaf node type, we treat the whole transform chain as either 2D or 3D.
356*c8dee2aaSAndroid Build Coastguard Worker const auto transform_chain_type = this->is3D() ? TransformType::k3D
357*c8dee2aaSAndroid Build Coastguard Worker : TransformType::k2D;
358*c8dee2aaSAndroid Build Coastguard Worker fLayerTransform = this->getTransform(abuilder, cbuilder, transform_chain_type);
359*c8dee2aaSAndroid Build Coastguard Worker
360*c8dee2aaSAndroid Build Coastguard Worker return fLayerTransform;
361*c8dee2aaSAndroid Build Coastguard Worker }
362*c8dee2aaSAndroid Build Coastguard Worker
getTransform(const AnimationBuilder & abuilder,CompositionBuilder * cbuilder,TransformType ttype)363*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::Transform> LayerBuilder::getTransform(const AnimationBuilder& abuilder,
364*c8dee2aaSAndroid Build Coastguard Worker CompositionBuilder* cbuilder,
365*c8dee2aaSAndroid Build Coastguard Worker TransformType ttype) {
366*c8dee2aaSAndroid Build Coastguard Worker const auto cache_valid_mask = (1ul << ttype);
367*c8dee2aaSAndroid Build Coastguard Worker if (!(fFlags & cache_valid_mask)) {
368*c8dee2aaSAndroid Build Coastguard Worker // Set valid flag upfront to break cycles.
369*c8dee2aaSAndroid Build Coastguard Worker fFlags |= cache_valid_mask;
370*c8dee2aaSAndroid Build Coastguard Worker
371*c8dee2aaSAndroid Build Coastguard Worker const AnimationBuilder::AutoPropertyTracker apt(&abuilder, fJlayer, PropertyObserver::NodeType::LAYER);
372*c8dee2aaSAndroid Build Coastguard Worker AnimationBuilder::AutoScope ascope(&abuilder, std::move(fLayerScope));
373*c8dee2aaSAndroid Build Coastguard Worker fTransformCache[ttype] = this->doAttachTransform(abuilder, cbuilder, ttype);
374*c8dee2aaSAndroid Build Coastguard Worker fLayerScope = ascope.release();
375*c8dee2aaSAndroid Build Coastguard Worker fTransformAnimatorCount = fLayerScope.size();
376*c8dee2aaSAndroid Build Coastguard Worker }
377*c8dee2aaSAndroid Build Coastguard Worker
378*c8dee2aaSAndroid Build Coastguard Worker return fTransformCache[ttype];
379*c8dee2aaSAndroid Build Coastguard Worker }
380*c8dee2aaSAndroid Build Coastguard Worker
getParentTransform(const AnimationBuilder & abuilder,CompositionBuilder * cbuilder,TransformType ttype)381*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::Transform> LayerBuilder::getParentTransform(const AnimationBuilder& abuilder,
382*c8dee2aaSAndroid Build Coastguard Worker CompositionBuilder* cbuilder,
383*c8dee2aaSAndroid Build Coastguard Worker TransformType ttype) {
384*c8dee2aaSAndroid Build Coastguard Worker if (auto* parent_builder = cbuilder->layerBuilder(fParentIndex)) {
385*c8dee2aaSAndroid Build Coastguard Worker // Explicit parent layer.
386*c8dee2aaSAndroid Build Coastguard Worker return parent_builder->getTransform(abuilder, cbuilder, ttype);
387*c8dee2aaSAndroid Build Coastguard Worker }
388*c8dee2aaSAndroid Build Coastguard Worker
389*c8dee2aaSAndroid Build Coastguard Worker // Camera layers have no implicit parent transform,
390*c8dee2aaSAndroid Build Coastguard Worker // while regular 3D transform chains are implicitly rooted onto the camera.
391*c8dee2aaSAndroid Build Coastguard Worker if (ttype == TransformType::k3D && !this->isCamera()) {
392*c8dee2aaSAndroid Build Coastguard Worker return cbuilder->getCameraTransform();
393*c8dee2aaSAndroid Build Coastguard Worker }
394*c8dee2aaSAndroid Build Coastguard Worker
395*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
396*c8dee2aaSAndroid Build Coastguard Worker }
397*c8dee2aaSAndroid Build Coastguard Worker
doAttachTransform(const AnimationBuilder & abuilder,CompositionBuilder * cbuilder,TransformType ttype)398*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::Transform> LayerBuilder::doAttachTransform(const AnimationBuilder& abuilder,
399*c8dee2aaSAndroid Build Coastguard Worker CompositionBuilder* cbuilder,
400*c8dee2aaSAndroid Build Coastguard Worker TransformType ttype) {
401*c8dee2aaSAndroid Build Coastguard Worker const skjson::ObjectValue* jtransform = fJlayer["ks"];
402*c8dee2aaSAndroid Build Coastguard Worker if (!jtransform) {
403*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
404*c8dee2aaSAndroid Build Coastguard Worker }
405*c8dee2aaSAndroid Build Coastguard Worker
406*c8dee2aaSAndroid Build Coastguard Worker auto parent_transform = this->getParentTransform(abuilder, cbuilder, ttype);
407*c8dee2aaSAndroid Build Coastguard Worker
408*c8dee2aaSAndroid Build Coastguard Worker if (this->isCamera()) {
409*c8dee2aaSAndroid Build Coastguard Worker // parent_transform applies to the camera itself => it pre-composes inverted to the
410*c8dee2aaSAndroid Build Coastguard Worker // camera/view/adapter transform.
411*c8dee2aaSAndroid Build Coastguard Worker //
412*c8dee2aaSAndroid Build Coastguard Worker // T_camera' = T_camera x Inv(parent_transform)
413*c8dee2aaSAndroid Build Coastguard Worker //
414*c8dee2aaSAndroid Build Coastguard Worker return abuilder.attachCamera(fJlayer,
415*c8dee2aaSAndroid Build Coastguard Worker *jtransform,
416*c8dee2aaSAndroid Build Coastguard Worker sksg::Transform::MakeInverse(std::move(parent_transform)),
417*c8dee2aaSAndroid Build Coastguard Worker cbuilder->fSize);
418*c8dee2aaSAndroid Build Coastguard Worker }
419*c8dee2aaSAndroid Build Coastguard Worker
420*c8dee2aaSAndroid Build Coastguard Worker return this->is3D()
421*c8dee2aaSAndroid Build Coastguard Worker ? abuilder.attachMatrix3D(*jtransform, std::move(parent_transform), fAutoOrient)
422*c8dee2aaSAndroid Build Coastguard Worker : abuilder.attachMatrix2D(*jtransform, std::move(parent_transform), fAutoOrient);
423*c8dee2aaSAndroid Build Coastguard Worker }
424*c8dee2aaSAndroid Build Coastguard Worker
hasMotionBlur(const CompositionBuilder * cbuilder) const425*c8dee2aaSAndroid Build Coastguard Worker bool LayerBuilder::hasMotionBlur(const CompositionBuilder* cbuilder) const {
426*c8dee2aaSAndroid Build Coastguard Worker return cbuilder->fMotionBlurSamples > 1
427*c8dee2aaSAndroid Build Coastguard Worker && cbuilder->fMotionBlurAngle > 0
428*c8dee2aaSAndroid Build Coastguard Worker && ParseDefault(fJlayer["mb"], false);
429*c8dee2aaSAndroid Build Coastguard Worker }
430*c8dee2aaSAndroid Build Coastguard Worker
buildRenderTree(const AnimationBuilder & abuilder,CompositionBuilder * cbuilder,const LayerBuilder * prev_layer)431*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> LayerBuilder::buildRenderTree(const AnimationBuilder& abuilder,
432*c8dee2aaSAndroid Build Coastguard Worker CompositionBuilder* cbuilder,
433*c8dee2aaSAndroid Build Coastguard Worker const LayerBuilder* prev_layer) {
434*c8dee2aaSAndroid Build Coastguard Worker const AnimationBuilder::AutoPropertyTracker apt(&abuilder, fJlayer, PropertyObserver::NodeType::LAYER);
435*c8dee2aaSAndroid Build Coastguard Worker
436*c8dee2aaSAndroid Build Coastguard Worker using LayerBuilder =
437*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> (AnimationBuilder::*)(const skjson::ObjectValue&,
438*c8dee2aaSAndroid Build Coastguard Worker AnimationBuilder::LayerInfo*) const;
439*c8dee2aaSAndroid Build Coastguard Worker
440*c8dee2aaSAndroid Build Coastguard Worker // AE is annoyingly inconsistent in how effects interact with layer transforms: depending on
441*c8dee2aaSAndroid Build Coastguard Worker // the layer type, effects are applied before or after the content is transformed.
442*c8dee2aaSAndroid Build Coastguard Worker //
443*c8dee2aaSAndroid Build Coastguard Worker // Empirically, pre-rendered layers (for some loose meaning of "pre-rendered") are in the
444*c8dee2aaSAndroid Build Coastguard Worker // former category (effects are subject to transformation), while the remaining types are in
445*c8dee2aaSAndroid Build Coastguard Worker // the latter.
446*c8dee2aaSAndroid Build Coastguard Worker enum : uint32_t {
447*c8dee2aaSAndroid Build Coastguard Worker kTransformEffects = 0x01, // The layer transform also applies to its effects.
448*c8dee2aaSAndroid Build Coastguard Worker kForceSeek = 0x02, // Dispatch all seek() events even when the layer is inactive.
449*c8dee2aaSAndroid Build Coastguard Worker };
450*c8dee2aaSAndroid Build Coastguard Worker
451*c8dee2aaSAndroid Build Coastguard Worker static constexpr struct {
452*c8dee2aaSAndroid Build Coastguard Worker LayerBuilder fBuilder;
453*c8dee2aaSAndroid Build Coastguard Worker uint32_t fFlags;
454*c8dee2aaSAndroid Build Coastguard Worker } gLayerBuildInfo[] = {
455*c8dee2aaSAndroid Build Coastguard Worker { &AnimationBuilder::attachPrecompLayer, kTransformEffects }, // 'ty': 0 -> precomp
456*c8dee2aaSAndroid Build Coastguard Worker { &AnimationBuilder::attachSolidLayer , kTransformEffects }, // 'ty': 1 -> solid
457*c8dee2aaSAndroid Build Coastguard Worker { &AnimationBuilder::attachFootageLayer, kTransformEffects }, // 'ty': 2 -> image
458*c8dee2aaSAndroid Build Coastguard Worker { &AnimationBuilder::attachNullLayer , 0 }, // 'ty': 3 -> null
459*c8dee2aaSAndroid Build Coastguard Worker { &AnimationBuilder::attachShapeLayer , 0 }, // 'ty': 4 -> shape
460*c8dee2aaSAndroid Build Coastguard Worker { &AnimationBuilder::attachTextLayer , 0 }, // 'ty': 5 -> text
461*c8dee2aaSAndroid Build Coastguard Worker { &AnimationBuilder::attachAudioLayer , kForceSeek }, // 'ty': 6 -> audio
462*c8dee2aaSAndroid Build Coastguard Worker { nullptr , 0 }, // 'ty': 7 -> pholderVideo
463*c8dee2aaSAndroid Build Coastguard Worker { nullptr , 0 }, // 'ty': 8 -> imageSeq
464*c8dee2aaSAndroid Build Coastguard Worker { &AnimationBuilder::attachFootageLayer, kTransformEffects }, // 'ty': 9 -> video
465*c8dee2aaSAndroid Build Coastguard Worker { nullptr , 0 }, // 'ty': 10 -> pholderStill
466*c8dee2aaSAndroid Build Coastguard Worker { nullptr , 0 }, // 'ty': 11 -> guide
467*c8dee2aaSAndroid Build Coastguard Worker { nullptr , 0 }, // 'ty': 12 -> adjustment
468*c8dee2aaSAndroid Build Coastguard Worker { &AnimationBuilder::attachNullLayer , 0 }, // 'ty': 13 -> camera
469*c8dee2aaSAndroid Build Coastguard Worker { nullptr , 0 }, // 'ty': 14 -> light
470*c8dee2aaSAndroid Build Coastguard Worker };
471*c8dee2aaSAndroid Build Coastguard Worker
472*c8dee2aaSAndroid Build Coastguard Worker if (fType < 0 || static_cast<size_t>(fType) >= std::size(gLayerBuildInfo)) {
473*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
474*c8dee2aaSAndroid Build Coastguard Worker }
475*c8dee2aaSAndroid Build Coastguard Worker
476*c8dee2aaSAndroid Build Coastguard Worker const auto& build_info = gLayerBuildInfo[fType];
477*c8dee2aaSAndroid Build Coastguard Worker
478*c8dee2aaSAndroid Build Coastguard Worker // Switch to the layer animator scope (which at this point holds transform-only animators).
479*c8dee2aaSAndroid Build Coastguard Worker AnimationBuilder::AutoScope ascope(&abuilder, std::move(fLayerScope));
480*c8dee2aaSAndroid Build Coastguard Worker
481*c8dee2aaSAndroid Build Coastguard Worker // Potentially null.
482*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> layer;
483*c8dee2aaSAndroid Build Coastguard Worker
484*c8dee2aaSAndroid Build Coastguard Worker // Build the layer content fragment.
485*c8dee2aaSAndroid Build Coastguard Worker if (build_info.fBuilder) {
486*c8dee2aaSAndroid Build Coastguard Worker layer = (abuilder.*(build_info.fBuilder))(fJlayer, &fInfo);
487*c8dee2aaSAndroid Build Coastguard Worker }
488*c8dee2aaSAndroid Build Coastguard Worker
489*c8dee2aaSAndroid Build Coastguard Worker // Clip layers with explicit dimensions.
490*c8dee2aaSAndroid Build Coastguard Worker float w = 0, h = 0;
491*c8dee2aaSAndroid Build Coastguard Worker if (::skottie::Parse<float>(fJlayer["w"], &w) && ::skottie::Parse<float>(fJlayer["h"], &h)) {
492*c8dee2aaSAndroid Build Coastguard Worker layer = sksg::ClipEffect::Make(std::move(layer),
493*c8dee2aaSAndroid Build Coastguard Worker sksg::Rect::Make(SkRect::MakeWH(w, h)),
494*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_LEGACY_SKOTTIE_CLIPPING
495*c8dee2aaSAndroid Build Coastguard Worker /*aa=*/true, /*force_clip=*/false);
496*c8dee2aaSAndroid Build Coastguard Worker #else
497*c8dee2aaSAndroid Build Coastguard Worker /*aa=*/true, /*force_clip=*/true);
498*c8dee2aaSAndroid Build Coastguard Worker #endif
499*c8dee2aaSAndroid Build Coastguard Worker }
500*c8dee2aaSAndroid Build Coastguard Worker
501*c8dee2aaSAndroid Build Coastguard Worker // Optional layer mask.
502*c8dee2aaSAndroid Build Coastguard Worker layer = AttachMask(fJlayer["masksProperties"], &abuilder, std::move(layer));
503*c8dee2aaSAndroid Build Coastguard Worker
504*c8dee2aaSAndroid Build Coastguard Worker // Does the transform apply to effects also?
505*c8dee2aaSAndroid Build Coastguard Worker // (AE quirk: it doesn't - except for solid layers)
506*c8dee2aaSAndroid Build Coastguard Worker const auto transform_effects = (build_info.fFlags & kTransformEffects);
507*c8dee2aaSAndroid Build Coastguard Worker
508*c8dee2aaSAndroid Build Coastguard Worker // Attach the transform before effects, when needed.
509*c8dee2aaSAndroid Build Coastguard Worker if (fLayerTransform && !transform_effects) {
510*c8dee2aaSAndroid Build Coastguard Worker layer = sksg::TransformEffect::Make(std::move(layer), fLayerTransform);
511*c8dee2aaSAndroid Build Coastguard Worker }
512*c8dee2aaSAndroid Build Coastguard Worker
513*c8dee2aaSAndroid Build Coastguard Worker // Optional layer effects.
514*c8dee2aaSAndroid Build Coastguard Worker if (const skjson::ArrayValue* jeffects = fJlayer["ef"]) {
515*c8dee2aaSAndroid Build Coastguard Worker layer = EffectBuilder(&abuilder, fInfo.fSize, cbuilder)
516*c8dee2aaSAndroid Build Coastguard Worker .attachEffects(*jeffects, std::move(layer));
517*c8dee2aaSAndroid Build Coastguard Worker }
518*c8dee2aaSAndroid Build Coastguard Worker
519*c8dee2aaSAndroid Build Coastguard Worker // Attach the transform after effects, when needed.
520*c8dee2aaSAndroid Build Coastguard Worker if (fLayerTransform && transform_effects) {
521*c8dee2aaSAndroid Build Coastguard Worker layer = sksg::TransformEffect::Make(std::move(layer), std::move(fLayerTransform));
522*c8dee2aaSAndroid Build Coastguard Worker }
523*c8dee2aaSAndroid Build Coastguard Worker
524*c8dee2aaSAndroid Build Coastguard Worker // Optional layer styles.
525*c8dee2aaSAndroid Build Coastguard Worker if (const skjson::ArrayValue* jstyles = fJlayer["sy"]) {
526*c8dee2aaSAndroid Build Coastguard Worker layer = EffectBuilder(&abuilder, fInfo.fSize, cbuilder)
527*c8dee2aaSAndroid Build Coastguard Worker .attachStyles(*jstyles, std::move(layer));
528*c8dee2aaSAndroid Build Coastguard Worker }
529*c8dee2aaSAndroid Build Coastguard Worker
530*c8dee2aaSAndroid Build Coastguard Worker // Optional layer opacity.
531*c8dee2aaSAndroid Build Coastguard Worker // TODO: de-dupe this "ks" lookup with matrix above.
532*c8dee2aaSAndroid Build Coastguard Worker if (const skjson::ObjectValue* jtransform = fJlayer["ks"]) {
533*c8dee2aaSAndroid Build Coastguard Worker layer = abuilder.attachOpacity(*jtransform, std::move(layer));
534*c8dee2aaSAndroid Build Coastguard Worker }
535*c8dee2aaSAndroid Build Coastguard Worker
536*c8dee2aaSAndroid Build Coastguard Worker // Stash the content tree in case it is needed for later mattes.
537*c8dee2aaSAndroid Build Coastguard Worker fContentTree = layer;
538*c8dee2aaSAndroid Build Coastguard Worker if (ParseDefault<bool>(fJlayer["hd"], false)) {
539*c8dee2aaSAndroid Build Coastguard Worker layer = nullptr;
540*c8dee2aaSAndroid Build Coastguard Worker }
541*c8dee2aaSAndroid Build Coastguard Worker
542*c8dee2aaSAndroid Build Coastguard Worker const auto has_animators = !abuilder.fCurrentAnimatorScope->empty();
543*c8dee2aaSAndroid Build Coastguard Worker const auto force_seek_count = build_info.fFlags & kForceSeek
544*c8dee2aaSAndroid Build Coastguard Worker ? abuilder.fCurrentAnimatorScope->size()
545*c8dee2aaSAndroid Build Coastguard Worker : fTransformAnimatorCount;
546*c8dee2aaSAndroid Build Coastguard Worker
547*c8dee2aaSAndroid Build Coastguard Worker sk_sp<Animator> controller = sk_make_sp<LayerController>(ascope.release(),
548*c8dee2aaSAndroid Build Coastguard Worker layer,
549*c8dee2aaSAndroid Build Coastguard Worker force_seek_count,
550*c8dee2aaSAndroid Build Coastguard Worker fInfo.fInPoint,
551*c8dee2aaSAndroid Build Coastguard Worker fInfo.fOutPoint);
552*c8dee2aaSAndroid Build Coastguard Worker
553*c8dee2aaSAndroid Build Coastguard Worker // Optional motion blur.
554*c8dee2aaSAndroid Build Coastguard Worker if (layer && has_animators && this->hasMotionBlur(cbuilder)) {
555*c8dee2aaSAndroid Build Coastguard Worker // Wrap both the layer node and the controller.
556*c8dee2aaSAndroid Build Coastguard Worker auto motion_blur = MotionBlurEffect::Make(std::move(controller), std::move(layer),
557*c8dee2aaSAndroid Build Coastguard Worker cbuilder->fMotionBlurSamples,
558*c8dee2aaSAndroid Build Coastguard Worker cbuilder->fMotionBlurAngle,
559*c8dee2aaSAndroid Build Coastguard Worker cbuilder->fMotionBlurPhase);
560*c8dee2aaSAndroid Build Coastguard Worker controller = sk_make_sp<MotionBlurController>(motion_blur);
561*c8dee2aaSAndroid Build Coastguard Worker layer = std::move(motion_blur);
562*c8dee2aaSAndroid Build Coastguard Worker }
563*c8dee2aaSAndroid Build Coastguard Worker
564*c8dee2aaSAndroid Build Coastguard Worker abuilder.fCurrentAnimatorScope->push_back(std::move(controller));
565*c8dee2aaSAndroid Build Coastguard Worker
566*c8dee2aaSAndroid Build Coastguard Worker if (ParseDefault<bool>(fJlayer["td"], false)) {
567*c8dee2aaSAndroid Build Coastguard Worker // |layer| is a track matte. We apply it as a mask to the next layer.
568*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
569*c8dee2aaSAndroid Build Coastguard Worker }
570*c8dee2aaSAndroid Build Coastguard Worker
571*c8dee2aaSAndroid Build Coastguard Worker // Optional matte.
572*c8dee2aaSAndroid Build Coastguard Worker const auto matte_mode = prev_layer
573*c8dee2aaSAndroid Build Coastguard Worker ? ParseDefault<size_t>(fJlayer["tt"], 0)
574*c8dee2aaSAndroid Build Coastguard Worker : 0;
575*c8dee2aaSAndroid Build Coastguard Worker if (matte_mode > 0) {
576*c8dee2aaSAndroid Build Coastguard Worker static constexpr sksg::MaskEffect::Mode gMatteModes[] = {
577*c8dee2aaSAndroid Build Coastguard Worker sksg::MaskEffect::Mode::kAlphaNormal, // tt: 1
578*c8dee2aaSAndroid Build Coastguard Worker sksg::MaskEffect::Mode::kAlphaInvert, // tt: 2
579*c8dee2aaSAndroid Build Coastguard Worker sksg::MaskEffect::Mode::kLumaNormal, // tt: 3
580*c8dee2aaSAndroid Build Coastguard Worker sksg::MaskEffect::Mode::kLumaInvert, // tt: 4
581*c8dee2aaSAndroid Build Coastguard Worker };
582*c8dee2aaSAndroid Build Coastguard Worker
583*c8dee2aaSAndroid Build Coastguard Worker if (matte_mode <= std::size(gMatteModes)) {
584*c8dee2aaSAndroid Build Coastguard Worker // The current layer is masked with the previous layer *content*.
585*c8dee2aaSAndroid Build Coastguard Worker layer = sksg::MaskEffect::Make(std::move(layer),
586*c8dee2aaSAndroid Build Coastguard Worker prev_layer->fContentTree,
587*c8dee2aaSAndroid Build Coastguard Worker gMatteModes[matte_mode - 1]);
588*c8dee2aaSAndroid Build Coastguard Worker } else {
589*c8dee2aaSAndroid Build Coastguard Worker abuilder.log(Logger::Level::kError, nullptr,
590*c8dee2aaSAndroid Build Coastguard Worker "Unknown track matte mode: %zu\n", matte_mode);
591*c8dee2aaSAndroid Build Coastguard Worker }
592*c8dee2aaSAndroid Build Coastguard Worker }
593*c8dee2aaSAndroid Build Coastguard Worker
594*c8dee2aaSAndroid Build Coastguard Worker // Finally, attach an optional blend mode.
595*c8dee2aaSAndroid Build Coastguard Worker // NB: blend modes are never applied to matte sources (layer content only).
596*c8dee2aaSAndroid Build Coastguard Worker return abuilder.attachBlendMode(fJlayer, std::move(layer));
597*c8dee2aaSAndroid Build Coastguard Worker }
598*c8dee2aaSAndroid Build Coastguard Worker
599*c8dee2aaSAndroid Build Coastguard Worker } // namespace internal
600*c8dee2aaSAndroid Build Coastguard Worker } // namespace skottie
601