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/*
* Copyright 2021 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/SkPictureRecorder.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/private/SkNx.h"
#include "modules/skottie/src/Adapter.h"
#include "modules/skottie/src/SkottieValue.h"
#include "modules/sksg/include/SkSGPaint.h"
#include "modules/sksg/include/SkSGRenderNode.h"
#include "src/utils/SkJSON.h"
namespace skottie::internal {
#ifdef SK_ENABLE_SKSL
namespace {
static constexpr char gBulgeDisplacementSkSL[] =
"uniform shader u_layer;"
"uniform float2 u_center;"
"uniform float2 u_radius;"
"uniform float u_h;"
"uniform float u_r;"
"uniform float u_asinInverseR;"
"uniform float u_rcpR;"
"uniform float u_rcpAsinInvR;"
"uniform float u_selector;"
// AE's bulge effect appears to be a combination of spherical displacement and
// exponential displacement along the radius.
// To simplify the math, we pre scale/translate such that the ellipse becomes a
// circle with radius == 1, centered on origin.
"float2 displace_sph(float2 v) {"
"float arc_ratio = asin(length(v)*u_rcpR)*u_rcpAsinInvR;"
"return normalize(v)*arc_ratio - v;"
"}"
"float2 displace_exp(float2 v) {"
"return v*pow(dot(v,v),u_h) - v;"
"}"
"half2 displace(float2 v) {"
"float t = dot(v, v);"
"if (t >= 1) {"
"return v;"
"}"
"float2 d = displace_sph(v) + displace_exp(v);"
"return v + (d * u_selector);"
"}"
"half4 main(float2 xy) {"
"xy = displace(xy);"
"xy = xy*u_radius + u_center;"
"return u_layer.eval(xy);"
"}";
static sk_sp<SkRuntimeEffect> bulge_effect() {
static const SkRuntimeEffect* effect =
SkRuntimeEffect::MakeForShader(SkString(gBulgeDisplacementSkSL), {}).effect.release();
SkASSERT(effect);
return sk_ref_sp(effect);
}
class BulgeNode final : public sksg::CustomRenderNode {
public:
explicit BulgeNode(sk_sp<RenderNode> child, const SkSize& child_size)
: INHERITED({std::move(child)})
, fChildSize(child_size) {}
SG_ATTRIBUTE(Center , SkPoint , fCenter)
SG_ATTRIBUTE(Radius , SkVector , fRadius)
SG_ATTRIBUTE(Height , float , fHeight)
private:
sk_sp<SkShader> contentShader() {
if (!fContentShader || this->hasChildrenInval()) {
const auto& child = this->children()[0];
child->revalidate(nullptr, SkMatrix::I());
SkPictureRecorder recorder;
child->render(recorder.beginRecording(SkRect::MakeSize(fChildSize)));
fContentShader = recorder.finishRecordingAsPicture()
->makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat, SkFilterMode::kLinear,
nullptr, nullptr);
}
return fContentShader;
}
sk_sp<SkShader> buildEffectShader() {
if (fHeight == 0) {
return nullptr;
}
SkRuntimeShaderBuilder builder(bulge_effect());
float adjHeight = std::abs(fHeight)/4;
float r = (1 + adjHeight)/2/sqrt(adjHeight);
float h = std::pow(adjHeight, 3)*1.3;
builder.uniform("u_center") = fCenter;
builder.uniform("u_radius") = fRadius;
builder.uniform("u_h") = h;
builder.uniform("u_r") = r;
builder.uniform("u_asinInverseR") = std::asin(1/r);
builder.uniform("u_rcpR") = 1.0f/r;
builder.uniform("u_rcpAsinInvR") = 1.0f/std::asin(1/r);
builder.uniform("u_selector") = (fHeight > 0 ? 1.0f : -1.0f);
builder.child("u_layer") = this->contentShader();
const auto lm = SkMatrix::Translate(fCenter.x(), fCenter.y())
* SkMatrix::Scale(fRadius.x(), fRadius.y());
return builder.makeShader(&lm);
}
SkRect onRevalidate(sksg::InvalidationController* ic, const SkMatrix& ctm) override {
const auto& child = this->children()[0];
fEffectShader = buildEffectShader();
return child->revalidate(ic, ctm);
}
void onRender(SkCanvas* canvas, const RenderContext* ctx) const override {
if (fHeight == 0) {
this->children()[0]->render(canvas, ctx);
return;
}
const auto& bounds = this->bounds();
const auto local_ctx = ScopedRenderContext(canvas, ctx)
.setIsolation(bounds, canvas->getTotalMatrix(), true);
canvas->saveLayer(&bounds, nullptr);
SkPaint effect_paint;
effect_paint.setShader(fEffectShader);
effect_paint.setBlendMode(SkBlendMode::kSrcOver);
canvas->drawPaint(effect_paint);
}
const RenderNode* onNodeAt(const SkPoint&) const override { return nullptr; } // no hit-testing
sk_sp<SkShader> fEffectShader;
sk_sp<SkShader> fContentShader;
const SkSize fChildSize;
SkPoint fCenter = {0,0};
SkVector fRadius = {0,0};
float fHeight = 0;
using INHERITED = sksg::CustomRenderNode;
};
class BulgeEffectAdapter final : public DiscardableAdapterBase<BulgeEffectAdapter,
BulgeNode> {
public:
BulgeEffectAdapter(const skjson::ArrayValue& jprops,
const AnimationBuilder& abuilder,
sk_sp<BulgeNode> node)
: INHERITED(std::move(node))
{
enum : size_t {
kHorizontalRadius_Index = 0,
kVerticalRadius_Index = 1,
kBulgeCenter_Index = 2,
kBulgeHeight_Index = 3,
// kTaper_Index = 4,
// kAA_Index = 5,
// kPinning_Index = 6,
};
EffectBinder(jprops, abuilder, this).bind(kHorizontalRadius_Index, fHorizontalRadius)
.bind(kVerticalRadius_Index, fVerticalRadius)
.bind(kBulgeCenter_Index, fCenter)
.bind(kBulgeHeight_Index, fBulgeHeight);
}
private:
void onSync() override {
// pre-shader math
auto n = this->node();
n->setCenter({fCenter.x, fCenter.y});
n->setRadius({fHorizontalRadius, fVerticalRadius});
n->setHeight(fBulgeHeight);
}
Vec2Value fCenter;
ScalarValue fHorizontalRadius,
fVerticalRadius,
fBulgeHeight;
using INHERITED = DiscardableAdapterBase<BulgeEffectAdapter, BulgeNode>;
};
} // namespace
#endif // SK_ENABLE_SKSL
sk_sp<sksg::RenderNode> EffectBuilder::attachBulgeEffect(const skjson::ArrayValue& jprops,
sk_sp<sksg::RenderNode> layer) const {
#ifdef SK_ENABLE_SKSL
auto shaderNode = sk_make_sp<BulgeNode>(std::move(layer), fLayerSize);
return fBuilder->attachDiscardableAdapter<BulgeEffectAdapter>(jprops, *fBuilder, std::move(shaderNode));
#else
return layer;
#endif
}
} // namespace skottie::internal