blob: 2da237445980bf8f2944f4b4fd014276d95c7dc2 [file] [log] [blame]
// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "impeller/entity/contents/filters/border_mask_blur_filter_contents.h"
#include "impeller/entity/contents/content_context.h"
#include "impeller/entity/contents/anonymous_contents.h"
#include "impeller/entity/contents/contents.h"
#include "impeller/renderer/render_pass.h"
#include "impeller/renderer/sampler_library.h"
namespace impeller {
BorderMaskBlurFilterContents::BorderMaskBlurFilterContents() = default;
BorderMaskBlurFilterContents::~BorderMaskBlurFilterContents() = default;
void BorderMaskBlurFilterContents::SetSigma(Sigma sigma_x, Sigma sigma_y) {
sigma_x_ = sigma_x;
sigma_y_ = sigma_y;
}
void BorderMaskBlurFilterContents::SetBlurStyle(BlurStyle blur_style) {
blur_style_ = blur_style;
switch (blur_style) {
case FilterContents::BlurStyle::kNormal:
src_color_factor_ = false;
inner_blur_factor_ = true;
outer_blur_factor_ = true;
break;
case FilterContents::BlurStyle::kSolid:
src_color_factor_ = true;
inner_blur_factor_ = false;
outer_blur_factor_ = true;
break;
case FilterContents::BlurStyle::kOuter:
src_color_factor_ = false;
inner_blur_factor_ = false;
outer_blur_factor_ = true;
break;
case FilterContents::BlurStyle::kInner:
src_color_factor_ = false;
inner_blur_factor_ = true;
outer_blur_factor_ = false;
break;
}
}
std::optional<Entity> BorderMaskBlurFilterContents::RenderFilter(
const FilterInput::Vector& inputs,
const ContentContext& renderer,
const Entity& entity,
const Matrix& effect_transform,
const Rect& coverage,
const std::optional<Rect>& coverage_hint) const {
using VS = BorderMaskBlurPipeline::VertexShader;
using FS = BorderMaskBlurPipeline::FragmentShader;
//----------------------------------------------------------------------------
/// Handle inputs.
///
if (inputs.empty()) {
return std::nullopt;
}
auto input_snapshot =
inputs[0]->GetSnapshot("BorderMaskBlur", renderer, entity);
if (!input_snapshot.has_value()) {
return std::nullopt;
}
auto maybe_input_uvs = input_snapshot->GetCoverageUVs(coverage);
if (!maybe_input_uvs.has_value()) {
return std::nullopt;
}
auto input_uvs = maybe_input_uvs.value();
//----------------------------------------------------------------------------
/// Create AnonymousContents for rendering.
///
auto sigma = effect_transform * Vector2(sigma_x_.sigma, sigma_y_.sigma);
RenderProc render_proc = [coverage, input_snapshot, input_uvs = input_uvs,
src_color_factor = src_color_factor_,
inner_blur_factor = inner_blur_factor_,
outer_blur_factor = outer_blur_factor_, sigma](
const ContentContext& renderer,
const Entity& entity, RenderPass& pass) -> bool {
auto& host_buffer = pass.GetTransientsBuffer();
VertexBufferBuilder<VS::PerVertexData> vtx_builder;
vtx_builder.AddVertices({
{coverage.origin, input_uvs[0]},
{{coverage.origin.x + coverage.size.width, coverage.origin.y},
input_uvs[1]},
{{coverage.origin.x + coverage.size.width,
coverage.origin.y + coverage.size.height},
input_uvs[3]},
{coverage.origin, input_uvs[0]},
{{coverage.origin.x + coverage.size.width,
coverage.origin.y + coverage.size.height},
input_uvs[3]},
{{coverage.origin.x, coverage.origin.y + coverage.size.height},
input_uvs[2]},
});
auto vtx_buffer = vtx_builder.CreateVertexBuffer(host_buffer);
Command cmd;
DEBUG_COMMAND_INFO(cmd, "Border Mask Blur Filter");
auto options = OptionsFromPassAndEntity(pass, entity);
cmd.pipeline = renderer.GetBorderMaskBlurPipeline(options);
cmd.BindVertices(vtx_buffer);
cmd.stencil_reference = entity.GetStencilDepth();
VS::FrameInfo frame_info;
frame_info.mvp = Matrix::MakeOrthographic(pass.GetRenderTargetSize()) *
entity.GetTransformation();
frame_info.texture_sampler_y_coord_scale =
input_snapshot->texture->GetYCoordScale();
FS::FragInfo frag_info;
frag_info.sigma_uv = sigma.Abs() / input_snapshot->texture->GetSize();
frag_info.src_factor = src_color_factor;
frag_info.inner_blur_factor = inner_blur_factor;
frag_info.outer_blur_factor = outer_blur_factor;
FS::BindFragInfo(cmd, host_buffer.EmplaceUniform(frag_info));
VS::BindFrameInfo(cmd, host_buffer.EmplaceUniform(frame_info));
auto sampler = renderer.GetContext()->GetSamplerLibrary()->GetSampler({});
FS::BindTextureSampler(cmd, input_snapshot->texture, sampler);
return pass.AddCommand(std::move(cmd));
};
CoverageProc coverage_proc =
[coverage](const Entity& entity) -> std::optional<Rect> {
return coverage.TransformBounds(entity.GetTransformation());
};
auto contents = AnonymousContents::Make(render_proc, coverage_proc);
Entity sub_entity;
sub_entity.SetContents(std::move(contents));
sub_entity.SetStencilDepth(entity.GetStencilDepth());
sub_entity.SetBlendMode(entity.GetBlendMode());
return sub_entity;
}
std::optional<Rect> BorderMaskBlurFilterContents::GetFilterCoverage(
const FilterInput::Vector& inputs,
const Entity& entity,
const Matrix& effect_transform) const {
if (inputs.empty()) {
return std::nullopt;
}
auto coverage = inputs[0]->GetCoverage(entity);
if (!coverage.has_value()) {
return std::nullopt;
}
auto transform = inputs[0]->GetTransform(entity) * effect_transform;
auto transformed_blur_vector =
transform.TransformDirection(Vector2(Radius{sigma_x_}.radius, 0)).Abs() +
transform.TransformDirection(Vector2(0, Radius{sigma_y_}.radius)).Abs();
auto extent = coverage->size + transformed_blur_vector * 2;
return Rect(coverage->origin - transformed_blur_vector,
Size(extent.x, extent.y));
}
} // namespace impeller