blob: d9376c87145c7ae4d1c542fc40501749c7c7aa07 [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/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 {
using VS = BorderMaskBlurPipeline::VertexShader;
using FS = BorderMaskBlurPipeline::FragmentShader;
//----------------------------------------------------------------------------
/// Handle inputs.
///
if (inputs.empty()) {
return std::nullopt;
}
auto input_snapshot = inputs[0]->GetSnapshot(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();
//----------------------------------------------------------------------------
/// Render to texture.
///
ContentContext::SubpassCallback callback = [&](const ContentContext& renderer,
RenderPass& pass) {
auto& host_buffer = pass.GetTransientsBuffer();
VertexBufferBuilder<VS::PerVertexData> vtx_builder;
vtx_builder.AddVertices({
{Point(0, 0), input_uvs[0]},
{Point(1, 0), input_uvs[1]},
{Point(1, 1), input_uvs[3]},
{Point(0, 0), input_uvs[0]},
{Point(1, 1), input_uvs[3]},
{Point(0, 1), input_uvs[2]},
});
auto vtx_buffer = vtx_builder.CreateVertexBuffer(host_buffer);
Command cmd;
cmd.label = "Border Mask Blur Filter";
auto options = OptionsFromPass(pass);
options.blend_mode = BlendMode::kSource;
cmd.pipeline = renderer.GetBorderMaskBlurPipeline(options);
cmd.BindVertices(vtx_buffer);
VS::FrameInfo frame_info;
frame_info.mvp = Matrix::MakeOrthographic(ISize(1, 1));
auto sigma = effect_transform * Vector2(sigma_x_.sigma, sigma_y_.sigma);
frame_info.sigma_uv = sigma.Abs() / input_snapshot->texture->GetSize();
frame_info.src_factor = src_color_factor_;
frame_info.inner_blur_factor = inner_blur_factor_;
frame_info.outer_blur_factor = outer_blur_factor_;
FS::FragInfo frag_info;
frag_info.texture_sampler_y_coord_scale =
input_snapshot->texture->GetYCoordScale();
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));
};
auto out_texture = renderer.MakeSubpass(ISize(coverage.size), callback);
if (!out_texture) {
return std::nullopt;
}
out_texture->SetLabel("BorderMaskBlurFilter Texture");
return Contents::EntityFromSnapshot(
Snapshot{.texture = out_texture,
.transform = Matrix::MakeTranslation(coverage.origin),
.opacity = input_snapshot->opacity},
entity.GetBlendMode(), entity.GetStencilDepth());
}
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