platform_frameworks_base/libs/hwui/effects/StretchEffect.h

137 lines
4.5 KiB
C++

/*
* Copyright (C) 2021 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "Properties.h"
#include "utils/MathUtils.h"
#include <SkImage.h>
#include <SkImageFilter.h>
#include <SkMatrix.h>
#include <SkPoint.h>
#include <SkRect.h>
#include <SkRuntimeEffect.h>
namespace android::uirenderer {
class StretchEffect {
public:
StretchEffect(const SkVector& direction,
float maxStretchAmountX,
float maxStretchAmountY)
: maxStretchAmountX(maxStretchAmountX)
, maxStretchAmountY(maxStretchAmountY)
, mStretchDirection(direction) { }
StretchEffect() {}
bool isEmpty() const { return isZero(mStretchDirection.x()) && isZero(mStretchDirection.y()); }
void setEmpty() {
*this = StretchEffect{};
}
StretchEffect& operator=(const StretchEffect& other) {
this->mStretchDirection = other.mStretchDirection;
this->maxStretchAmountX = other.maxStretchAmountX;
this->maxStretchAmountY = other.maxStretchAmountY;
return *this;
}
bool operator==(const StretchEffect& other) const {
return mStretchDirection == other.mStretchDirection &&
maxStretchAmountX == other.maxStretchAmountX &&
maxStretchAmountY == other.maxStretchAmountY;
}
void mergeWith(const StretchEffect& other) {
if (other.isEmpty()) {
return;
}
if (isEmpty()) {
*this = other;
return;
}
mStretchDirection += other.mStretchDirection;
if (isEmpty()) {
return setEmpty();
}
maxStretchAmountX = std::max(maxStretchAmountX, other.maxStretchAmountX);
maxStretchAmountY = std::max(maxStretchAmountY, other.maxStretchAmountY);
}
/**
* Return the stretched x position given the normalized x position with
* the current horizontal stretch direction
* @param normalizedX x position on the input texture from 0 to 1
* @return x position when the horizontal stretch direction applied
*/
float computeStretchedPositionX(float normalizedX) const;
/**
* Return the stretched y position given the normalized y position with
* the current horizontal stretch direction
* @param normalizedX y position on the input texture from 0 to 1
* @return y position when the horizontal stretch direction applied
*/
float computeStretchedPositionY(float normalizedY) const;
sk_sp<SkShader> getShader(float width, float height, const sk_sp<SkImage>& snapshotImage,
const SkMatrix* matrix) const;
float maxStretchAmountX = 0;
float maxStretchAmountY = 0;
const SkVector getStretchDirection() const { return mStretchDirection; }
SkMatrix makeLinearStretch(float width, float height) const {
SkMatrix matrix;
auto [sX, sY] = getStretchDirection();
matrix.setScale(1 + std::abs(sX), 1 + std::abs(sY), sX > 0 ? 0 : width,
sY > 0 ? 0 : height);
return matrix;
}
bool requiresLayer() const {
return !isEmpty();
}
void clear() {
mBuilder = nullptr;
}
private:
// The epsilon for StretchEffect is less than in MathUtils because
// the range is 0-1 for an entire screen and should be significantly
// less than 1 pixel for a smooth stretch animation.
inline static bool isZero(float value) {
// Using fabsf is more performant as ARM computes
// fabsf in a single instruction.
return fabsf(value) <= NON_ZERO_EPSILON;
}
// This should be good for 1/25,000 of a screen and should be good for
// screens with less than ~8000 pixels in one dimension with only 1/4 pixel
// cut-off.
static constexpr float NON_ZERO_EPSILON = 0.00004f;
static sk_sp<SkRuntimeEffect> getStretchEffect();
mutable SkVector mStretchDirection{0, 0};
mutable std::unique_ptr<SkRuntimeShaderBuilder> mBuilder;
};
} // namespace android::uirenderer