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// 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.
#pragma once
#include <memory>
#include <optional>
#include <variant>
#include <vector>
#include "impeller/core/formats.h"
#include "impeller/entity/contents/filters/inputs/filter_input.h"
#include "impeller/entity/entity.h"
#include "impeller/geometry/sigma.h"
namespace impeller {
class FilterContents : public Contents {
public:
enum class BlurStyle {
/// Blurred inside and outside.
kNormal,
/// Solid inside, blurred outside.
kSolid,
/// Nothing inside, blurred outside.
kOuter,
/// Blurred inside, nothing outside.
kInner,
};
enum class MorphType { kDilate, kErode };
static std::shared_ptr<FilterContents> MakeDirectionalGaussianBlur(
FilterInput::Ref input,
Sigma sigma,
Vector2 direction,
BlurStyle blur_style = BlurStyle::kNormal,
Entity::TileMode tile_mode = Entity::TileMode::kDecal,
bool is_second_pass = false,
Sigma secondary_sigma = {});
static std::shared_ptr<FilterContents> MakeGaussianBlur(
const FilterInput::Ref& input,
Sigma sigma_x,
Sigma sigma_y,
BlurStyle blur_style = BlurStyle::kNormal,
Entity::TileMode tile_mode = Entity::TileMode::kDecal);
static std::shared_ptr<FilterContents> MakeBorderMaskBlur(
FilterInput::Ref input,
Sigma sigma_x,
Sigma sigma_y,
BlurStyle blur_style = BlurStyle::kNormal);
static std::shared_ptr<FilterContents> MakeDirectionalMorphology(
FilterInput::Ref input,
Radius radius,
Vector2 direction,
MorphType morph_type);
static std::shared_ptr<FilterContents> MakeMorphology(FilterInput::Ref input,
Radius radius_x,
Radius radius_y,
MorphType morph_type);
static std::shared_ptr<FilterContents> MakeMatrixFilter(
FilterInput::Ref input,
const Matrix& matrix,
const SamplerDescriptor& desc);
static std::shared_ptr<FilterContents> MakeLocalMatrixFilter(
FilterInput::Ref input,
const Matrix& matrix);
static std::shared_ptr<FilterContents> MakeYUVToRGBFilter(
std::shared_ptr<Texture> y_texture,
std::shared_ptr<Texture> uv_texture,
YUVColorSpace yuv_color_space);
FilterContents();
~FilterContents() override;
/// @brief The input texture sources for this filter. Each input's emitted
/// texture is expected to have premultiplied alpha colors.
///
/// The number of required or optional textures depends on the
/// particular filter's implementation.
void SetInputs(FilterInput::Vector inputs);
/// @brief Sets the transform which gets appended to the effect of this
/// filter. Note that this is in addition to the entity's transform.
///
/// This is useful for subpass rendering scenarios where it's
/// difficult to encode the current transform of the layer into the
/// Entity being rendered.
void SetEffectTransform(const Matrix& effect_transform);
/// @brief Create an Entity that renders this filter's output.
std::optional<Entity> GetEntity(
const ContentContext& renderer,
const Entity& entity,
const std::optional<Rect>& coverage_hint) const;
// |Contents|
bool Render(const ContentContext& renderer,
const Entity& entity,
RenderPass& pass) const override;
// |Contents|
std::optional<Rect> GetCoverage(const Entity& entity) const override;
// |Contents|
void PopulateGlyphAtlas(
const std::shared_ptr<LazyGlyphAtlas>& lazy_glyph_atlas,
Scalar scale) override;
// |Contents|
std::optional<Snapshot> RenderToSnapshot(
const ContentContext& renderer,
const Entity& entity,
std::optional<Rect> coverage_limit = std::nullopt,
const std::optional<SamplerDescriptor>& sampler_descriptor = std::nullopt,
bool msaa_enabled = true,
const std::string& label = "Filter Snapshot") const override;
virtual Matrix GetLocalTransform(const Matrix& parent_transform) const;
Matrix GetTransform(const Matrix& parent_transform) const;
/// @brief Returns `true` if this filter does not have any `FilterInput`
/// children.
bool IsLeaf() const;
/// @brief Replaces the set of all leaf `FilterContents` with a new set
/// of `FilterInput`s.
/// @see `FilterContents::IsLeaf`
void SetLeafInputs(const FilterInput::Vector& inputs);
/// @brief Marks this filter chain as applying in a subpass scenario.
///
/// Subpasses render in screenspace, and this setting informs filters
/// that the current transformation matrix of the entity is not stored
/// in the Entity transformation matrix. Instead, the effect transform
/// is used in this case.
virtual void SetIsForSubpass(bool is_subpass);
private:
virtual std::optional<Rect> GetFilterCoverage(
const FilterInput::Vector& inputs,
const Entity& entity,
const Matrix& effect_transform) const;
/// @brief Converts zero or more filter inputs into a render instruction.
virtual std::optional<Entity> 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 = 0;
std::optional<Rect> GetLocalCoverage(const Entity& local_entity) const;
FilterInput::Vector inputs_;
Matrix effect_transform_;
FML_DISALLOW_COPY_AND_ASSIGN(FilterContents);
};
} // namespace impeller