#include "flutter/flow/layers/physical_shape_layer.h"
#include "flutter/flow/paint_utils.h"
#include "include/utils/SkShadowUtils.h"
namespace flutter {
const SkScalar kLightHeight = 600;
const SkScalar kLightRadius = 800;
PhysicalShapeLayer::PhysicalShapeLayer(SkColor color,
SkColor shadow_color,
SkScalar device_pixel_ratio,
float viewport_depth,
float elevation,
const SkPath& path,
Clip clip_behavior)
: color_(color),
shadow_color_(shadow_color),
device_pixel_ratio_(device_pixel_ratio),
viewport_depth_(viewport_depth),
elevation_(elevation),
path_(path),
isRect_(false),
clip_behavior_(clip_behavior) {
SkRect rect;
if (path.isRect(&rect)) {
isRect_ = true;
frameRRect_ = SkRRect::MakeRect(rect);
} else if (path.isRRect(&frameRRect_)) {
isRect_ = frameRRect_.isRect();
} else if (path.isOval(&rect)) {
frameRRect_ = SkRRect::MakeOval(rect);
} else {
frameRRect_ = SkRRect::MakeRect(path.getBounds());
}
}
PhysicalShapeLayer::~PhysicalShapeLayer() = default;
void PhysicalShapeLayer::Preroll(PrerollContext* context,
const SkMatrix& matrix) {
context->total_elevation += elevation_;
total_elevation_ = context->total_elevation;
SkRect child_paint_bounds;
PrerollChildren(context, matrix, &child_paint_bounds);
context->total_elevation -= elevation_;
if (elevation_ == 0) {
set_paint_bounds(path_.getBounds());
} else {
#if defined(OS_FUCHSIA)
set_needs_system_composite(true);
#else
SkRect bounds(path_.getBounds());
double tx = (kLightRadius * device_pixel_ratio_ + bounds.width() * 0.5) /
kLightHeight;
double ty = (kLightRadius * device_pixel_ratio_ + bounds.height() * 0.5) /
kLightHeight;
bounds.outset(elevation_ * tx, elevation_ * ty);
set_paint_bounds(bounds);
#endif
}
}
#if defined(OS_FUCHSIA)
void PhysicalShapeLayer::UpdateScene(SceneUpdateContext& context) {
FML_DCHECK(needs_system_composite());
LayerRasterCacheKey key(unique_id(), context.Matrix());
if (context.HasRetainedNode(key)) {
const scenic::EntityNode& retained_node = context.GetRetainedNode(key);
FML_DCHECK(context.top_entity());
FML_DCHECK(retained_node.session() == context.session());
context.top_entity()->entity_node().AddChild(retained_node);
return;
}
SceneUpdateContext::Frame frame(context, frameRRect_, color_, elevation_,
total_elevation_, viewport_depth_, this);
for (auto& layer : layers()) {
if (layer->needs_painting()) {
frame.AddPaintLayer(layer.get());
}
}
UpdateSceneChildren(context);
}
#endif
void PhysicalShapeLayer::Paint(PaintContext& context) const {
TRACE_EVENT0("flutter", "PhysicalShapeLayer::Paint");
FML_DCHECK(needs_painting());
if (elevation_ != 0) {
DrawShadow(context.leaf_nodes_canvas, path_, shadow_color_, elevation_,
SkColorGetA(color_) != 0xff, device_pixel_ratio_);
}
SkPaint paint;
paint.setColor(color_);
paint.setAntiAlias(true);
if (clip_behavior_ != Clip::antiAliasWithSaveLayer) {
context.leaf_nodes_canvas->drawPath(path_, paint);
}
int saveCount = context.internal_nodes_canvas->save();
switch (clip_behavior_) {
case Clip::hardEdge:
context.internal_nodes_canvas->clipPath(path_, false);
break;
case Clip::antiAlias:
context.internal_nodes_canvas->clipPath(path_, true);
break;
case Clip::antiAliasWithSaveLayer:
context.internal_nodes_canvas->clipPath(path_, true);
context.internal_nodes_canvas->saveLayer(paint_bounds(), nullptr);
break;
case Clip::none:
break;
}
if (clip_behavior_ == Clip::antiAliasWithSaveLayer) {
context.leaf_nodes_canvas->drawPaint(paint);
}
PaintChildren(context);
context.internal_nodes_canvas->restoreToCount(saveCount);
}
void PhysicalShapeLayer::DrawShadow(SkCanvas* canvas,
const SkPath& path,
SkColor color,
float elevation,
bool transparentOccluder,
SkScalar dpr) {
const SkScalar kAmbientAlpha = 0.039f;
const SkScalar kSpotAlpha = 0.25f;
SkShadowFlags flags = transparentOccluder
? SkShadowFlags::kTransparentOccluder_ShadowFlag
: SkShadowFlags::kNone_ShadowFlag;
const SkRect& bounds = path.getBounds();
SkScalar shadow_x = (bounds.left() + bounds.right()) / 2;
SkScalar shadow_y = bounds.top() - 600.0f;
SkColor inAmbient = SkColorSetA(color, kAmbientAlpha * SkColorGetA(color));
SkColor inSpot = SkColorSetA(color, kSpotAlpha * SkColorGetA(color));
SkColor ambientColor, spotColor;
SkShadowUtils::ComputeTonalColors(inAmbient, inSpot, &ambientColor,
&spotColor);
SkShadowUtils::DrawShadow(
canvas, path, SkPoint3::Make(0, 0, dpr * elevation),
SkPoint3::Make(shadow_x, shadow_y, dpr * kLightHeight),
dpr * kLightRadius, ambientColor, spotColor, flags);
}
}