blob: 5b4549e7e75d786891d46f89e604d1ebe613eb5b [file] [log] [blame]
/*
* Copyright 2020 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "modules/skottie/src/effects/Effects.h"
#include "include/core/SkColorFilter.h"
#include "include/effects/SkColorMatrix.h"
#include "include/effects/SkImageFilters.h"
#include "include/private/SkTPin.h"
#include "modules/skottie/src/Adapter.h"
#include "modules/skottie/src/SkottieValue.h"
#include "modules/sksg/include/SkSGRenderEffect.h"
#include "src/utils/SkJSON.h"
namespace skottie::internal {
namespace {
class ShadowAdapter final : public DiscardableAdapterBase<ShadowAdapter,
sksg::ExternalImageFilter> {
public:
enum Type {
kDropShadow,
kInnerShadow,
};
ShadowAdapter(const skjson::ObjectValue& jstyle,
const AnimationBuilder& abuilder,
Type type)
: fType(type) {
this->bind(abuilder, jstyle["c"], fColor);
this->bind(abuilder, jstyle["o"], fOpacity);
this->bind(abuilder, jstyle["a"], fAngle);
this->bind(abuilder, jstyle["s"], fSize);
this->bind(abuilder, jstyle["d"], fDistance);
}
private:
void onSync() override {
const auto rad = SkDegreesToRadians(180 + fAngle), // 0deg -> left (style)
sigma = fSize * kBlurSizeToSigma,
opacity = SkTPin(fOpacity / 100, 0.0f, 1.0f);
const auto color = static_cast<SkColor4f>(fColor);
const auto offset = SkV2{ fDistance * SkScalarCos(rad),
-fDistance * SkScalarSin(rad)};
// Shadow effects largely follow the feDropShadow spec [1]:
//
// 1) isolate source alpha
// 2) apply a gaussian blur
// 3) apply an offset
// 4) modulate with a flood/color generator
// 5) composite with the source
//
// Note: as an optimization, we can fold #1 and #4 into a single color matrix filter.
//
// Inner shadow differences:
//
// a) operates on the inverse of source alpha
// b) the result is masked against the source
// c) composited on top of source
//
// [1] https://drafts.fxtf.org/filter-effects/#feDropShadowElement
// Select and colorize the source alpha channel.
SkColorMatrix cm{0, 0, 0, 0, color.fR,
0, 0, 0, 0, color.fG,
0, 0, 0, 0, color.fB,
0, 0, 0, opacity * color.fA, 0};
// Inner shadows use the alpha inverse.
if (fType == Type::kInnerShadow) {
cm.preConcat({1, 0, 0, 0, 0,
0, 1, 0, 0, 0,
0, 0, 1, 0, 0,
0, 0, 0,-1, 1});
}
auto f = SkImageFilters::ColorFilter(SkColorFilters::Matrix(cm), nullptr);
if (sigma > 0) {
f = SkImageFilters::Blur(sigma, sigma, std::move(f));
}
if (!SkScalarNearlyZero(offset.x) || !SkScalarNearlyZero(offset.y)) {
f = SkImageFilters::Offset(offset.x, offset.y, std::move(f));
}
sk_sp<SkImageFilter> source;
if (fType == Type::kInnerShadow) {
// Inner shadows draw on top of, and are masked with, the source.
f = SkImageFilters::Blend(SkBlendMode::kDstIn, std::move(f));
std::swap(source, f);
}
this->node()->setImageFilter(SkImageFilters::Merge(std::move(f),
std::move(source)));
}
const Type fType;
VectorValue fColor;
ScalarValue fOpacity = 100, // percentage
fAngle = 0, // degrees
fSize = 0,
fDistance = 0;
using INHERITED = DiscardableAdapterBase<ShadowAdapter, sksg::ExternalImageFilter>;
};
static sk_sp<sksg::RenderNode> make_shadow_effect(const skjson::ObjectValue& jstyle,
const AnimationBuilder& abuilder,
sk_sp<sksg::RenderNode> layer,
ShadowAdapter::Type type) {
auto filter_node = abuilder.attachDiscardableAdapter<ShadowAdapter>(jstyle, abuilder, type);
return sksg::ImageFilterEffect::Make(std::move(layer), std::move(filter_node));
}
} // namespace
sk_sp<sksg::RenderNode> EffectBuilder::attachDropShadowStyle(const skjson::ObjectValue& jstyle,
sk_sp<sksg::RenderNode> layer) const {
return make_shadow_effect(jstyle, *fBuilder, std::move(layer),
ShadowAdapter::Type::kDropShadow);
}
sk_sp<sksg::RenderNode> EffectBuilder::attachInnerShadowStyle(const skjson::ObjectValue& jstyle,
sk_sp<sksg::RenderNode> layer) const {
return make_shadow_effect(jstyle, *fBuilder, std::move(layer),
ShadowAdapter::Type::kInnerShadow);
}
} // namespace skottie::internal