xref: /aosp_15_r20/external/skia/modules/skottie/src/effects/MotionTileEffect.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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 "include/core/SkBlendMode.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPicture.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPictureRecorder.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSamplingOptions.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkScalar.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkGradientShader.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTPin.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTo.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/Adapter.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/SkottiePriv.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/SkottieValue.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/effects/Effects.h"
31*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGNode.h"
32*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRenderNode.h"
33*c8dee2aaSAndroid Build Coastguard Worker 
34*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
35*c8dee2aaSAndroid Build Coastguard Worker #include <cmath>
36*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
37*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
38*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
39*c8dee2aaSAndroid Build Coastguard Worker 
40*c8dee2aaSAndroid Build Coastguard Worker namespace skjson {
41*c8dee2aaSAndroid Build Coastguard Worker class ArrayValue;
42*c8dee2aaSAndroid Build Coastguard Worker }
43*c8dee2aaSAndroid Build Coastguard Worker namespace sksg {
44*c8dee2aaSAndroid Build Coastguard Worker class InvalidationController;
45*c8dee2aaSAndroid Build Coastguard Worker }
46*c8dee2aaSAndroid Build Coastguard Worker 
47*c8dee2aaSAndroid Build Coastguard Worker namespace skottie {
48*c8dee2aaSAndroid Build Coastguard Worker namespace internal {
49*c8dee2aaSAndroid Build Coastguard Worker 
50*c8dee2aaSAndroid Build Coastguard Worker namespace  {
51*c8dee2aaSAndroid Build Coastguard Worker 
52*c8dee2aaSAndroid Build Coastguard Worker // AE motion tile effect semantics
53*c8dee2aaSAndroid Build Coastguard Worker // (https://helpx.adobe.com/after-effects/using/stylize-effects.html#motion_tile_effect):
54*c8dee2aaSAndroid Build Coastguard Worker //
55*c8dee2aaSAndroid Build Coastguard Worker //   - the full content of the layer is mapped to a tile: tile_center, tile_width, tile_height
56*c8dee2aaSAndroid Build Coastguard Worker //
57*c8dee2aaSAndroid Build Coastguard Worker //   - tiles are repeated in both dimensions to fill the output area: output_width, output_height
58*c8dee2aaSAndroid Build Coastguard Worker //
59*c8dee2aaSAndroid Build Coastguard Worker //   - tiling mode is either kRepeat (default) or kMirror (when mirror_edges == true)
60*c8dee2aaSAndroid Build Coastguard Worker //
61*c8dee2aaSAndroid Build Coastguard Worker //   - for a non-zero phase, alternating vertical columns (every other column) are offset by
62*c8dee2aaSAndroid Build Coastguard Worker //     the specified amount
63*c8dee2aaSAndroid Build Coastguard Worker //
64*c8dee2aaSAndroid Build Coastguard Worker //   - when horizontal_phase is true, the phase is applied to horizontal rows instead of columns
65*c8dee2aaSAndroid Build Coastguard Worker //
66*c8dee2aaSAndroid Build Coastguard Worker class TileRenderNode final : public sksg::CustomRenderNode {
67*c8dee2aaSAndroid Build Coastguard Worker public:
TileRenderNode(const SkSize & size,sk_sp<sksg::RenderNode> layer)68*c8dee2aaSAndroid Build Coastguard Worker     TileRenderNode(const SkSize& size, sk_sp<sksg::RenderNode> layer)
69*c8dee2aaSAndroid Build Coastguard Worker         : INHERITED({std::move(layer)})
70*c8dee2aaSAndroid Build Coastguard Worker         , fLayerSize(size) {}
71*c8dee2aaSAndroid Build Coastguard Worker 
72*c8dee2aaSAndroid Build Coastguard Worker     SG_ATTRIBUTE(TileCenter     , SkPoint , fTileCenter     )
73*c8dee2aaSAndroid Build Coastguard Worker     SG_ATTRIBUTE(TileWidth      , SkScalar, fTileW          )
74*c8dee2aaSAndroid Build Coastguard Worker     SG_ATTRIBUTE(TileHeight     , SkScalar, fTileH          )
75*c8dee2aaSAndroid Build Coastguard Worker     SG_ATTRIBUTE(OutputWidth    , SkScalar, fOutputW        )
76*c8dee2aaSAndroid Build Coastguard Worker     SG_ATTRIBUTE(OutputHeight   , SkScalar, fOutputH        )
77*c8dee2aaSAndroid Build Coastguard Worker     SG_ATTRIBUTE(Phase          , SkScalar, fPhase          )
78*c8dee2aaSAndroid Build Coastguard Worker     SG_ATTRIBUTE(MirrorEdges    , bool    , fMirrorEdges    )
79*c8dee2aaSAndroid Build Coastguard Worker     SG_ATTRIBUTE(HorizontalPhase, bool    , fHorizontalPhase)
80*c8dee2aaSAndroid Build Coastguard Worker 
81*c8dee2aaSAndroid Build Coastguard Worker protected:
onNodeAt(const SkPoint &) const82*c8dee2aaSAndroid Build Coastguard Worker     const RenderNode* onNodeAt(const SkPoint&) const override { return nullptr; } // no hit-testing
83*c8dee2aaSAndroid Build Coastguard Worker 
onRevalidate(sksg::InvalidationController * ic,const SkMatrix & ctm)84*c8dee2aaSAndroid Build Coastguard Worker     SkRect onRevalidate(sksg::InvalidationController* ic, const SkMatrix& ctm) override {
85*c8dee2aaSAndroid Build Coastguard Worker         // Re-record the layer picture if needed.
86*c8dee2aaSAndroid Build Coastguard Worker         if (!fLayerPicture || this->hasChildrenInval()) {
87*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(this->children().size() == 1ul);
88*c8dee2aaSAndroid Build Coastguard Worker             const auto& layer = this->children()[0];
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker             layer->revalidate(ic, ctm);
91*c8dee2aaSAndroid Build Coastguard Worker 
92*c8dee2aaSAndroid Build Coastguard Worker             SkPictureRecorder recorder;
93*c8dee2aaSAndroid Build Coastguard Worker             layer->render(recorder.beginRecording(fLayerSize.width(), fLayerSize.height()));
94*c8dee2aaSAndroid Build Coastguard Worker             fLayerPicture = recorder.finishRecordingAsPicture();
95*c8dee2aaSAndroid Build Coastguard Worker         }
96*c8dee2aaSAndroid Build Coastguard Worker 
97*c8dee2aaSAndroid Build Coastguard Worker         // tileW and tileH use layer size percentage units.
98*c8dee2aaSAndroid Build Coastguard Worker         const auto tileW = SkTPin(fTileW, 0.0f, 100.0f) * 0.01f * fLayerSize.width(),
99*c8dee2aaSAndroid Build Coastguard Worker                    tileH = SkTPin(fTileH, 0.0f, 100.0f) * 0.01f * fLayerSize.height();
100*c8dee2aaSAndroid Build Coastguard Worker         const auto tile_size = SkSize::Make(std::max(tileW, 1.0f),
101*c8dee2aaSAndroid Build Coastguard Worker                                             std::max(tileH, 1.0f));
102*c8dee2aaSAndroid Build Coastguard Worker         const auto tile  = SkRect::MakeXYWH(fTileCenter.fX - 0.5f * tile_size.width(),
103*c8dee2aaSAndroid Build Coastguard Worker                                             fTileCenter.fY - 0.5f * tile_size.height(),
104*c8dee2aaSAndroid Build Coastguard Worker                                             tile_size.width(),
105*c8dee2aaSAndroid Build Coastguard Worker                                             tile_size.height());
106*c8dee2aaSAndroid Build Coastguard Worker 
107*c8dee2aaSAndroid Build Coastguard Worker         const auto layerShaderMatrix = SkMatrix::RectToRect(
108*c8dee2aaSAndroid Build Coastguard Worker                     SkRect::MakeWH(fLayerSize.width(), fLayerSize.height()), tile);
109*c8dee2aaSAndroid Build Coastguard Worker 
110*c8dee2aaSAndroid Build Coastguard Worker         const auto tm = fMirrorEdges ? SkTileMode::kMirror : SkTileMode::kRepeat;
111*c8dee2aaSAndroid Build Coastguard Worker         auto layer_shader = fLayerPicture->makeShader(tm, tm, SkFilterMode::kLinear,
112*c8dee2aaSAndroid Build Coastguard Worker                                                       &layerShaderMatrix, nullptr);
113*c8dee2aaSAndroid Build Coastguard Worker 
114*c8dee2aaSAndroid Build Coastguard Worker         if (fPhase && layer_shader && tile.isFinite()) {
115*c8dee2aaSAndroid Build Coastguard Worker             // To implement AE phase semantics, we construct a mask shader for the pass-through
116*c8dee2aaSAndroid Build Coastguard Worker             // rows/columns.  We then draw the layer content through this mask, and then again
117*c8dee2aaSAndroid Build Coastguard Worker             // through the inverse mask with a phase shift.
118*c8dee2aaSAndroid Build Coastguard Worker             const auto phase_vec = fHorizontalPhase
119*c8dee2aaSAndroid Build Coastguard Worker                     ? SkVector::Make(tile.width(), 0)
120*c8dee2aaSAndroid Build Coastguard Worker                     : SkVector::Make(0, tile.height());
121*c8dee2aaSAndroid Build Coastguard Worker             const auto phase_shift = SkVector::Make(phase_vec.fX, phase_vec.fY)
122*c8dee2aaSAndroid Build Coastguard Worker                                      * std::fmod(fPhase * (1/360.0f), 1);
123*c8dee2aaSAndroid Build Coastguard Worker             const auto phase_shader_matrix = SkMatrix::Translate(phase_shift.x(), phase_shift.y());
124*c8dee2aaSAndroid Build Coastguard Worker 
125*c8dee2aaSAndroid Build Coastguard Worker             // The mask is generated using a step gradient shader, spanning 2 x tile width/height,
126*c8dee2aaSAndroid Build Coastguard Worker             // and perpendicular to the phase vector.
127*c8dee2aaSAndroid Build Coastguard Worker             static constexpr SkColor colors[] = { 0xffffffff, 0x00000000 };
128*c8dee2aaSAndroid Build Coastguard Worker             static constexpr SkScalar   pos[] = {       0.5f,       0.5f };
129*c8dee2aaSAndroid Build Coastguard Worker 
130*c8dee2aaSAndroid Build Coastguard Worker             const SkPoint pts[] = {{ tile.x(), tile.y() },
131*c8dee2aaSAndroid Build Coastguard Worker                                    { tile.x() + 2 * (tile.width()  - phase_vec.fX),
132*c8dee2aaSAndroid Build Coastguard Worker                                      tile.y() + 2 * (tile.height() - phase_vec.fY) }};
133*c8dee2aaSAndroid Build Coastguard Worker 
134*c8dee2aaSAndroid Build Coastguard Worker             auto mask_shader = SkGradientShader::MakeLinear(pts, colors, pos,
135*c8dee2aaSAndroid Build Coastguard Worker                                                             std::size(colors),
136*c8dee2aaSAndroid Build Coastguard Worker                                                             SkTileMode::kRepeat);
137*c8dee2aaSAndroid Build Coastguard Worker 
138*c8dee2aaSAndroid Build Coastguard Worker             // First drawing pass: in-place masked layer content.
139*c8dee2aaSAndroid Build Coastguard Worker             fMainPassShader  = SkShaders::Blend(SkBlendMode::kSrcIn , mask_shader, layer_shader);
140*c8dee2aaSAndroid Build Coastguard Worker             // Second pass: phased-shifted layer content, with an inverse mask.
141*c8dee2aaSAndroid Build Coastguard Worker             fPhasePassShader = SkShaders::Blend(SkBlendMode::kSrcOut, mask_shader, layer_shader)
142*c8dee2aaSAndroid Build Coastguard Worker                                ->makeWithLocalMatrix(phase_shader_matrix);
143*c8dee2aaSAndroid Build Coastguard Worker         } else {
144*c8dee2aaSAndroid Build Coastguard Worker             fMainPassShader  = std::move(layer_shader);
145*c8dee2aaSAndroid Build Coastguard Worker             fPhasePassShader = nullptr;
146*c8dee2aaSAndroid Build Coastguard Worker         }
147*c8dee2aaSAndroid Build Coastguard Worker 
148*c8dee2aaSAndroid Build Coastguard Worker         // outputW and outputH also use layer size percentage units.
149*c8dee2aaSAndroid Build Coastguard Worker         const auto outputW = fOutputW * 0.01f * fLayerSize.width(),
150*c8dee2aaSAndroid Build Coastguard Worker                    outputH = fOutputH * 0.01f * fLayerSize.height();
151*c8dee2aaSAndroid Build Coastguard Worker 
152*c8dee2aaSAndroid Build Coastguard Worker         return SkRect::MakeXYWH((fLayerSize.width()  - outputW) * 0.5f,
153*c8dee2aaSAndroid Build Coastguard Worker                                 (fLayerSize.height() - outputH) * 0.5f,
154*c8dee2aaSAndroid Build Coastguard Worker                                 outputW, outputH);
155*c8dee2aaSAndroid Build Coastguard Worker     }
156*c8dee2aaSAndroid Build Coastguard Worker 
onRender(SkCanvas * canvas,const RenderContext * ctx) const157*c8dee2aaSAndroid Build Coastguard Worker     void onRender(SkCanvas* canvas, const RenderContext* ctx) const override {
158*c8dee2aaSAndroid Build Coastguard Worker         // AE allow one of the tile dimensions to collapse, but not both.
159*c8dee2aaSAndroid Build Coastguard Worker         if (this->bounds().isEmpty() || (fTileW <= 0 && fTileH <= 0)) {
160*c8dee2aaSAndroid Build Coastguard Worker             return;
161*c8dee2aaSAndroid Build Coastguard Worker         }
162*c8dee2aaSAndroid Build Coastguard Worker 
163*c8dee2aaSAndroid Build Coastguard Worker         SkPaint paint;
164*c8dee2aaSAndroid Build Coastguard Worker         paint.setAntiAlias(true);
165*c8dee2aaSAndroid Build Coastguard Worker 
166*c8dee2aaSAndroid Build Coastguard Worker         if (ctx) {
167*c8dee2aaSAndroid Build Coastguard Worker             // apply any pending paint effects via the shader paint
168*c8dee2aaSAndroid Build Coastguard Worker             ctx->modulatePaint(canvas->getLocalToDeviceAs3x3(), &paint);
169*c8dee2aaSAndroid Build Coastguard Worker         }
170*c8dee2aaSAndroid Build Coastguard Worker 
171*c8dee2aaSAndroid Build Coastguard Worker         paint.setShader(fMainPassShader);
172*c8dee2aaSAndroid Build Coastguard Worker         canvas->drawRect(this->bounds(), paint);
173*c8dee2aaSAndroid Build Coastguard Worker 
174*c8dee2aaSAndroid Build Coastguard Worker         if (fPhasePassShader) {
175*c8dee2aaSAndroid Build Coastguard Worker             paint.setShader(fPhasePassShader);
176*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawRect(this->bounds(), paint);
177*c8dee2aaSAndroid Build Coastguard Worker         }
178*c8dee2aaSAndroid Build Coastguard Worker     }
179*c8dee2aaSAndroid Build Coastguard Worker 
180*c8dee2aaSAndroid Build Coastguard Worker private:
181*c8dee2aaSAndroid Build Coastguard Worker     const SkSize fLayerSize;
182*c8dee2aaSAndroid Build Coastguard Worker 
183*c8dee2aaSAndroid Build Coastguard Worker     SkPoint  fTileCenter      = { 0, 0 };
184*c8dee2aaSAndroid Build Coastguard Worker     SkScalar fTileW           = 1,
185*c8dee2aaSAndroid Build Coastguard Worker              fTileH           = 1,
186*c8dee2aaSAndroid Build Coastguard Worker              fOutputW         = 1,
187*c8dee2aaSAndroid Build Coastguard Worker              fOutputH         = 1,
188*c8dee2aaSAndroid Build Coastguard Worker              fPhase           = 0;
189*c8dee2aaSAndroid Build Coastguard Worker     bool     fMirrorEdges     = false;
190*c8dee2aaSAndroid Build Coastguard Worker     bool     fHorizontalPhase = false;
191*c8dee2aaSAndroid Build Coastguard Worker 
192*c8dee2aaSAndroid Build Coastguard Worker     // These are computed/cached on revalidation.
193*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkPicture> fLayerPicture;      // cached picture for layer content
194*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkShader>  fMainPassShader,    // shader for the main tile(s)
195*c8dee2aaSAndroid Build Coastguard Worker                      fPhasePassShader;   // shader for the phased tile(s)
196*c8dee2aaSAndroid Build Coastguard Worker 
197*c8dee2aaSAndroid Build Coastguard Worker     using INHERITED = sksg::CustomRenderNode;
198*c8dee2aaSAndroid Build Coastguard Worker };
199*c8dee2aaSAndroid Build Coastguard Worker 
200*c8dee2aaSAndroid Build Coastguard Worker class MotionTileAdapter final : public DiscardableAdapterBase<MotionTileAdapter, TileRenderNode> {
201*c8dee2aaSAndroid Build Coastguard Worker public:
MotionTileAdapter(const skjson::ArrayValue & jprops,sk_sp<sksg::RenderNode> layer,const AnimationBuilder & abuilder,const SkSize & layer_size)202*c8dee2aaSAndroid Build Coastguard Worker     MotionTileAdapter(const skjson::ArrayValue& jprops,
203*c8dee2aaSAndroid Build Coastguard Worker                       sk_sp<sksg::RenderNode> layer,
204*c8dee2aaSAndroid Build Coastguard Worker                       const AnimationBuilder& abuilder,
205*c8dee2aaSAndroid Build Coastguard Worker                       const SkSize& layer_size)
206*c8dee2aaSAndroid Build Coastguard Worker         : INHERITED(sk_make_sp<TileRenderNode>(layer_size, std::move(layer))) {
207*c8dee2aaSAndroid Build Coastguard Worker 
208*c8dee2aaSAndroid Build Coastguard Worker         enum : size_t {
209*c8dee2aaSAndroid Build Coastguard Worker                       kTileCenter_Index = 0,
210*c8dee2aaSAndroid Build Coastguard Worker                        kTileWidth_Index = 1,
211*c8dee2aaSAndroid Build Coastguard Worker                       kTileHeight_Index = 2,
212*c8dee2aaSAndroid Build Coastguard Worker                      kOutputWidth_Index = 3,
213*c8dee2aaSAndroid Build Coastguard Worker                     kOutputHeight_Index = 4,
214*c8dee2aaSAndroid Build Coastguard Worker                      kMirrorEdges_Index = 5,
215*c8dee2aaSAndroid Build Coastguard Worker                            kPhase_Index = 6,
216*c8dee2aaSAndroid Build Coastguard Worker             kHorizontalPhaseShift_Index = 7,
217*c8dee2aaSAndroid Build Coastguard Worker         };
218*c8dee2aaSAndroid Build Coastguard Worker 
219*c8dee2aaSAndroid Build Coastguard Worker         EffectBinder(jprops, abuilder, this)
220*c8dee2aaSAndroid Build Coastguard Worker             .bind(          kTileCenter_Index, fTileCenter     )
221*c8dee2aaSAndroid Build Coastguard Worker             .bind(           kTileWidth_Index, fTileW          )
222*c8dee2aaSAndroid Build Coastguard Worker             .bind(          kTileHeight_Index, fTileH          )
223*c8dee2aaSAndroid Build Coastguard Worker             .bind(         kOutputWidth_Index, fOutputW        )
224*c8dee2aaSAndroid Build Coastguard Worker             .bind(        kOutputHeight_Index, fOutputH        )
225*c8dee2aaSAndroid Build Coastguard Worker             .bind(         kMirrorEdges_Index, fMirrorEdges    )
226*c8dee2aaSAndroid Build Coastguard Worker             .bind(               kPhase_Index, fPhase          )
227*c8dee2aaSAndroid Build Coastguard Worker             .bind(kHorizontalPhaseShift_Index, fHorizontalPhase);
228*c8dee2aaSAndroid Build Coastguard Worker     }
229*c8dee2aaSAndroid Build Coastguard Worker 
230*c8dee2aaSAndroid Build Coastguard Worker private:
onSync()231*c8dee2aaSAndroid Build Coastguard Worker     void onSync() override {
232*c8dee2aaSAndroid Build Coastguard Worker         const auto& tiler = this->node();
233*c8dee2aaSAndroid Build Coastguard Worker 
234*c8dee2aaSAndroid Build Coastguard Worker         tiler->setTileCenter({fTileCenter.x, fTileCenter.y});
235*c8dee2aaSAndroid Build Coastguard Worker         tiler->setTileWidth (fTileW);
236*c8dee2aaSAndroid Build Coastguard Worker         tiler->setTileHeight(fTileH);
237*c8dee2aaSAndroid Build Coastguard Worker         tiler->setOutputWidth (fOutputW);
238*c8dee2aaSAndroid Build Coastguard Worker         tiler->setOutputHeight(fOutputH);
239*c8dee2aaSAndroid Build Coastguard Worker         tiler->setPhase(fPhase);
240*c8dee2aaSAndroid Build Coastguard Worker         tiler->setMirrorEdges(SkToBool(fMirrorEdges));
241*c8dee2aaSAndroid Build Coastguard Worker         tiler->setHorizontalPhase(SkToBool(fHorizontalPhase));
242*c8dee2aaSAndroid Build Coastguard Worker     }
243*c8dee2aaSAndroid Build Coastguard Worker 
244*c8dee2aaSAndroid Build Coastguard Worker     Vec2Value   fTileCenter      = {0,0};
245*c8dee2aaSAndroid Build Coastguard Worker     ScalarValue fTileW           = 1,
246*c8dee2aaSAndroid Build Coastguard Worker                 fTileH           = 1,
247*c8dee2aaSAndroid Build Coastguard Worker                 fOutputW         = 1,
248*c8dee2aaSAndroid Build Coastguard Worker                 fOutputH         = 1,
249*c8dee2aaSAndroid Build Coastguard Worker                 fMirrorEdges     = 0,
250*c8dee2aaSAndroid Build Coastguard Worker                 fPhase           = 0,
251*c8dee2aaSAndroid Build Coastguard Worker                 fHorizontalPhase = 0;
252*c8dee2aaSAndroid Build Coastguard Worker 
253*c8dee2aaSAndroid Build Coastguard Worker     using INHERITED = DiscardableAdapterBase<MotionTileAdapter, TileRenderNode>;
254*c8dee2aaSAndroid Build Coastguard Worker };
255*c8dee2aaSAndroid Build Coastguard Worker 
256*c8dee2aaSAndroid Build Coastguard Worker }  // namespace
257*c8dee2aaSAndroid Build Coastguard Worker 
attachMotionTileEffect(const skjson::ArrayValue & jprops,sk_sp<sksg::RenderNode> layer) const258*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> EffectBuilder::attachMotionTileEffect(const skjson::ArrayValue& jprops,
259*c8dee2aaSAndroid Build Coastguard Worker                                                               sk_sp<sksg::RenderNode> layer) const {
260*c8dee2aaSAndroid Build Coastguard Worker     return fBuilder->attachDiscardableAdapter<MotionTileAdapter>(jprops,
261*c8dee2aaSAndroid Build Coastguard Worker                                                                  std::move(layer),
262*c8dee2aaSAndroid Build Coastguard Worker                                                                  *fBuilder,
263*c8dee2aaSAndroid Build Coastguard Worker                                                                  fLayerSize);
264*c8dee2aaSAndroid Build Coastguard Worker }
265*c8dee2aaSAndroid Build Coastguard Worker 
266*c8dee2aaSAndroid Build Coastguard Worker } // namespace internal
267*c8dee2aaSAndroid Build Coastguard Worker } // namespace skottie
268