xref: /aosp_15_r20/external/skia/modules/sksg/include/SkSGRenderNode.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2017 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 #ifndef SkSGRenderNode_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define SkSGRenderNode_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlender.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorFilter.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGNode.h"
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
19*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
20*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
21*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
22*c8dee2aaSAndroid Build Coastguard Worker 
23*c8dee2aaSAndroid Build Coastguard Worker class SkCanvas;
24*c8dee2aaSAndroid Build Coastguard Worker class SkImageFilter;
25*c8dee2aaSAndroid Build Coastguard Worker class SkPaint;
26*c8dee2aaSAndroid Build Coastguard Worker struct SkPoint;
27*c8dee2aaSAndroid Build Coastguard Worker struct SkRect;
28*c8dee2aaSAndroid Build Coastguard Worker 
29*c8dee2aaSAndroid Build Coastguard Worker namespace sksg {
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker /**
32*c8dee2aaSAndroid Build Coastguard Worker  * Base class for nodes which can render to a canvas.
33*c8dee2aaSAndroid Build Coastguard Worker  */
34*c8dee2aaSAndroid Build Coastguard Worker class RenderNode : public Node {
35*c8dee2aaSAndroid Build Coastguard Worker protected:
36*c8dee2aaSAndroid Build Coastguard Worker     struct RenderContext;
37*c8dee2aaSAndroid Build Coastguard Worker 
38*c8dee2aaSAndroid Build Coastguard Worker public:
39*c8dee2aaSAndroid Build Coastguard Worker     // Render the node and its descendants to the canvas.
40*c8dee2aaSAndroid Build Coastguard Worker     void render(SkCanvas*, const RenderContext* = nullptr) const;
41*c8dee2aaSAndroid Build Coastguard Worker 
42*c8dee2aaSAndroid Build Coastguard Worker     // Perform a front-to-back hit-test, and return the RenderNode located at |point|.
43*c8dee2aaSAndroid Build Coastguard Worker     // Normally, hit-testing stops at leaf Draw nodes.
44*c8dee2aaSAndroid Build Coastguard Worker     const RenderNode* nodeAt(const SkPoint& point) const;
45*c8dee2aaSAndroid Build Coastguard Worker 
46*c8dee2aaSAndroid Build Coastguard Worker     // Controls the visibility of the render node.  Invisible nodes are not rendered,
47*c8dee2aaSAndroid Build Coastguard Worker     // but they still participate in revalidation.
48*c8dee2aaSAndroid Build Coastguard Worker     bool isVisible() const;
49*c8dee2aaSAndroid Build Coastguard Worker     void setVisible(bool);
50*c8dee2aaSAndroid Build Coastguard Worker 
51*c8dee2aaSAndroid Build Coastguard Worker protected:
52*c8dee2aaSAndroid Build Coastguard Worker     explicit RenderNode(uint32_t inval_traits = 0);
53*c8dee2aaSAndroid Build Coastguard Worker 
54*c8dee2aaSAndroid Build Coastguard Worker     virtual void onRender(SkCanvas*, const RenderContext*) const = 0;
55*c8dee2aaSAndroid Build Coastguard Worker     virtual const RenderNode* onNodeAt(const SkPoint& p)   const = 0;
56*c8dee2aaSAndroid Build Coastguard Worker 
57*c8dee2aaSAndroid Build Coastguard Worker     // Paint property overrides.
58*c8dee2aaSAndroid Build Coastguard Worker     // These are deferred until we can determine whether they can be applied to the individual
59*c8dee2aaSAndroid Build Coastguard Worker     // draw paints, or whether they require content isolation (applied to a layer).
60*c8dee2aaSAndroid Build Coastguard Worker     struct RenderContext {
61*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<SkColorFilter> fColorFilter;
62*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<SkShader>      fShader;
63*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<SkShader>      fMaskShader;
64*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<SkBlender>     fBlender;
65*c8dee2aaSAndroid Build Coastguard Worker         SkMatrix             fShaderCTM = SkMatrix::I(),
66*c8dee2aaSAndroid Build Coastguard Worker                              fMaskCTM   = SkMatrix::I();
67*c8dee2aaSAndroid Build Coastguard Worker         float                fOpacity   = 1;
68*c8dee2aaSAndroid Build Coastguard Worker 
69*c8dee2aaSAndroid Build Coastguard Worker         // Returns true if the paint overrides require a layer when applied to non-atomic draws.
70*c8dee2aaSAndroid Build Coastguard Worker         bool requiresIsolation() const;
71*c8dee2aaSAndroid Build Coastguard Worker 
72*c8dee2aaSAndroid Build Coastguard Worker         void modulatePaint(const SkMatrix& ctm, SkPaint*, bool is_layer_paint = false) const;
73*c8dee2aaSAndroid Build Coastguard Worker     };
74*c8dee2aaSAndroid Build Coastguard Worker 
75*c8dee2aaSAndroid Build Coastguard Worker     class ScopedRenderContext final {
76*c8dee2aaSAndroid Build Coastguard Worker     public:
77*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext(SkCanvas*, const RenderContext*);
78*c8dee2aaSAndroid Build Coastguard Worker         ~ScopedRenderContext();
79*c8dee2aaSAndroid Build Coastguard Worker 
ScopedRenderContext(ScopedRenderContext && that)80*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext(ScopedRenderContext&& that) { *this = std::move(that); }
81*c8dee2aaSAndroid Build Coastguard Worker 
82*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext& operator=(ScopedRenderContext&& that) {
83*c8dee2aaSAndroid Build Coastguard Worker             fCanvas       = that.fCanvas;
84*c8dee2aaSAndroid Build Coastguard Worker             fCtx          = std::move(that.fCtx);
85*c8dee2aaSAndroid Build Coastguard Worker             fMaskShader   = std::move(that.fMaskShader);
86*c8dee2aaSAndroid Build Coastguard Worker             fRestoreCount = that.fRestoreCount;
87*c8dee2aaSAndroid Build Coastguard Worker 
88*c8dee2aaSAndroid Build Coastguard Worker             // scope ownership is being transferred
89*c8dee2aaSAndroid Build Coastguard Worker             that.fRestoreCount = -1;
90*c8dee2aaSAndroid Build Coastguard Worker 
91*c8dee2aaSAndroid Build Coastguard Worker             return *this;
92*c8dee2aaSAndroid Build Coastguard Worker         }
93*c8dee2aaSAndroid Build Coastguard Worker 
94*c8dee2aaSAndroid Build Coastguard Worker         operator const RenderContext*  () const { return &fCtx; }
95*c8dee2aaSAndroid Build Coastguard Worker         const RenderContext* operator->() const { return &fCtx; }
96*c8dee2aaSAndroid Build Coastguard Worker 
97*c8dee2aaSAndroid Build Coastguard Worker         // Add (cumulative) paint overrides to a render node sub-DAG.
98*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext&& modulateOpacity(float opacity);
99*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext&& modulateColorFilter(sk_sp<SkColorFilter>);
100*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext&& modulateShader(sk_sp<SkShader>, const SkMatrix& shader_ctm);
101*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext&& modulateMaskShader(sk_sp<SkShader>, const SkMatrix& ms_ctm);
102*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext&& modulateBlender(sk_sp<SkBlender>);
103*c8dee2aaSAndroid Build Coastguard Worker 
104*c8dee2aaSAndroid Build Coastguard Worker         // Force content isolation for a node sub-DAG by applying the RenderContext
105*c8dee2aaSAndroid Build Coastguard Worker         // overrides via a layer.
106*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext&& setIsolation(const SkRect& bounds, const SkMatrix& ctm,
107*c8dee2aaSAndroid Build Coastguard Worker                                            bool do_isolate);
108*c8dee2aaSAndroid Build Coastguard Worker 
109*c8dee2aaSAndroid Build Coastguard Worker         // Similarly, force content isolation by applying the RenderContext overrides and
110*c8dee2aaSAndroid Build Coastguard Worker         // an image filter via a single layer.
111*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext&& setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm,
112*c8dee2aaSAndroid Build Coastguard Worker                                                  sk_sp<SkImageFilter>);
113*c8dee2aaSAndroid Build Coastguard Worker 
114*c8dee2aaSAndroid Build Coastguard Worker     private:
115*c8dee2aaSAndroid Build Coastguard Worker         // stack-only
116*c8dee2aaSAndroid Build Coastguard Worker         void* operator new(size_t)        = delete;
117*c8dee2aaSAndroid Build Coastguard Worker         void* operator new(size_t, void*) = delete;
118*c8dee2aaSAndroid Build Coastguard Worker 
119*c8dee2aaSAndroid Build Coastguard Worker         // Scopes cannot be copied.
120*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext(const ScopedRenderContext&)            = delete;
121*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext& operator=(const ScopedRenderContext&) = delete;
122*c8dee2aaSAndroid Build Coastguard Worker 
123*c8dee2aaSAndroid Build Coastguard Worker         SkCanvas*       fCanvas;
124*c8dee2aaSAndroid Build Coastguard Worker         RenderContext   fCtx;
125*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<SkShader> fMaskShader; // to be applied at isolation layer restore time
126*c8dee2aaSAndroid Build Coastguard Worker         int             fRestoreCount;
127*c8dee2aaSAndroid Build Coastguard Worker     };
128*c8dee2aaSAndroid Build Coastguard Worker 
129*c8dee2aaSAndroid Build Coastguard Worker private:
130*c8dee2aaSAndroid Build Coastguard Worker     friend class ImageFilterEffect;
131*c8dee2aaSAndroid Build Coastguard Worker 
132*c8dee2aaSAndroid Build Coastguard Worker     using INHERITED = Node;
133*c8dee2aaSAndroid Build Coastguard Worker };
134*c8dee2aaSAndroid Build Coastguard Worker 
135*c8dee2aaSAndroid Build Coastguard Worker /**
136*c8dee2aaSAndroid Build Coastguard Worker  * Clients outside SkSG looking to implement custom render nodes,
137*c8dee2aaSAndroid Build Coastguard Worker  * should derive from this class instead of RenderNode.  It handles
138*c8dee2aaSAndroid Build Coastguard Worker  * various book-keeping, and provides a controlled extension point.
139*c8dee2aaSAndroid Build Coastguard Worker  */
140*c8dee2aaSAndroid Build Coastguard Worker class CustomRenderNode : public RenderNode {
141*c8dee2aaSAndroid Build Coastguard Worker protected:
142*c8dee2aaSAndroid Build Coastguard Worker     explicit CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children);
143*c8dee2aaSAndroid Build Coastguard Worker     ~CustomRenderNode() override;
144*c8dee2aaSAndroid Build Coastguard Worker 
children()145*c8dee2aaSAndroid Build Coastguard Worker     const std::vector<sk_sp<RenderNode>>& children() const { return fChildren; }
146*c8dee2aaSAndroid Build Coastguard Worker 
147*c8dee2aaSAndroid Build Coastguard Worker     bool hasChildrenInval() const;
148*c8dee2aaSAndroid Build Coastguard Worker 
149*c8dee2aaSAndroid Build Coastguard Worker private:
150*c8dee2aaSAndroid Build Coastguard Worker     std::vector<sk_sp<RenderNode>> fChildren;
151*c8dee2aaSAndroid Build Coastguard Worker 
152*c8dee2aaSAndroid Build Coastguard Worker     using INHERITED = RenderNode;
153*c8dee2aaSAndroid Build Coastguard Worker };
154*c8dee2aaSAndroid Build Coastguard Worker 
155*c8dee2aaSAndroid Build Coastguard Worker } // namespace sksg
156*c8dee2aaSAndroid Build Coastguard Worker 
157*c8dee2aaSAndroid Build Coastguard Worker #endif // SkSGRenderNode_DEFINED
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