skia DrawLooper

本次学习drawLooper.cpp中有关SkDrawLooper类的用法,并且分析了canvas draw api中的二层循环的作用。

SkDrawLooper有两个子类:SkLayerDrawLooper和SkBlurDrawLooper。

先看一下drawLooper.cpp里面的例子,主要看onDraw()做什么:

virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
        this->init();//初始化

        SkPaint  paint;
        paint.setAntiAlias(true);//设置抗锯齿
        paint.setTextSize(SkIntToScalar(72));//文字大小
        paint.setLooper(fLooper);//设置SkDrawLooper

        canvas->drawCircle(SkIntToScalar(50), SkIntToScalar(50),
                           SkIntToScalar(30), paint);//画圆
        canvas->drawRectCoords(SkIntToScalar(150), SkIntToScalar(50),
                               SkIntToScalar(200), SkIntToScalar(100), paint);//画矩形

        canvas->drawText("Looper", 6, SkIntToScalar(230), SkIntToScalar(100),
                         paint);//画文字
}

在onDraw()可以看到,这个函数在固定位置绘制了一个圆、一个矩形和一个“looper”文字。而在最终跑出的结果中可以看到,绘制的这三个图形都有一个模糊阴影,并且三个图形的边缘为红白相间,中间为蓝色填充。


造成这样结果的始作俑者是init()函数:

    void init() {
        if (fLooper) return;

        static const struct {              //匿名结构体定义了一组描述参数
            SkColor         fColor;        //颜色
            SkPaint::Style  fStyle;        //path style
            SkScalar        fWidth;        //线宽
            SkScalar        fOffset;       //blur偏移
            SkScalar        fBlur;         //blur sigma输入参数
        } gParams[] = {                    //gParams定义了4组不同效果                                                                 
            { SK_ColorWHITE, SkPaint::kStroke_Style, SkIntToScalar(1)*3/4, 0, 0 },	
            { SK_ColorRED, SkPaint::kStroke_Style, SkIntToScalar(4), 0, 0 },
            { SK_ColorBLUE, SkPaint::kFill_Style, 0, 0, 0 },
            { 0x88000000, SkPaint::kFill_Style, 0, SkIntToScalar(10), SkIntToScalar(3) }
        };

        SkLayerDrawLooper::Builder looperBuilder;//SkLayerDrawLooper的内部类

        SkLayerDrawLooper::LayerInfo info;
        info.fPaintBits = SkLayerDrawLooper::kStyle_Bit | SkLayerDrawLooper::kMaskFilter_Bit;
        info.fColorMode = SkXfermode::kSrc_Mode;

        for (size_t i = 0; i < SK_ARRAY_COUNT(gParams); i++) {
            info.fOffset.set(gParams[i].fOffset, gParams[i].fOffset);
            SkPaint* paint = looperBuilder.addLayer(info);
            paint->setColor(gParams[i].fColor);
            paint->setStyle(gParams[i].fStyle);
            paint->setStrokeWidth(gParams[i].fWidth);
            if (gParams[i].fBlur > 0) {
                SkMaskFilter* mf = SkBlurMaskFilter::Create(kNormal_SkBlurStyle,
                                         SkBlurMask::ConvertRadiusToSigma(gParams[i].fBlur));
                paint->setMaskFilter(mf)->unref();
            }
        }
        fLooper = looperBuilder.detachLooper();
    }
看一下init()函数中的两个类:SkLayerDrawLooper::LayerInfo和SkLayerDrawLooper::Builder。

对于SkLayerDrawLooper::LayerInfo,skia的描述如下:

/**
     *  Info for how to apply the layer's paint and offset.
     *
     *  fColorMode controls how we compute the final color for the layer:
     *      The layer's paint's color is treated as the SRC
     *      The draw's paint's color is treated as the DST
     *      final-color = Mode(layers-color, draws-color);
     *  Any SkXfermode::Mode will work. Two common choices are:
     *      kSrc_Mode: to use the layer's color, ignoring the draw's
     *      kDst_Mode: to just keep the draw's color, ignoring the layer's
     */
    struct SK_API LayerInfo {
        BitFlags            fPaintBits;
        SkXfermode::Mode    fColorMode;
        SkVector            fOffset;
        bool                fPostTranslate; //!< applies to fOffset

        /**
         *  Initial the LayerInfo. Defaults to settings that will draw the
         *  layer with no changes: e.g.
         *      fPaintBits == 0
         *      fColorMode == kDst_Mode
         *      fOffset == (0, 0)
         */
        LayerInfo();
    };
init()函数中定义了info的fPaintBits、fColorMode和fOffset。

再来看SkLayerDrawLooper::Builder:

    class SK_API Builder {
    public:
        Builder();
        ~Builder();

        /**
         *  Call for each layer you want to add (from top to bottom).
         *  This returns a paint you can modify, but that ptr is only valid until
         *  the next call made to addLayer().
         */
        SkPaint* addLayer(const LayerInfo&);

        /**
         *  This layer will draw with the original paint, at the specified offset
         */
        void addLayer(SkScalar dx, SkScalar dy);

        /**
         *  This layer will with the original paint and no offset.
         */
        void addLayer() { this->addLayer(0, 0); }

        /// Similar to addLayer, but adds a layer to the top.
        SkPaint* addLayerOnTop(const LayerInfo&);

        /**
          * Pass list of layers on to newly built looper and return it. This will
          * also reset the builder, so it can be used to build another looper.
          */
        SkLayerDrawLooper* detachLooper();

    private:
        Rec* fRecs;
        Rec* fTopRec;
        int  fCount;
    };
在init()函数中,SkLayerDrawLooper::Builder的对象loopbuilder调用了addLayer()方法。
SkPaint* SkLayerDrawLooper::Builder::addLayer(const LayerInfo& info) {
    fCount += 1;

    Rec* rec = SkNEW(Rec);
    rec->fNext = fRecs;
    rec->fInfo = info;
    fRecs = rec;
    if (NULL == fTopRec) {
        fTopRec = rec;
    }

    return &rec->fPaint;
}

struct Rec {
        Rec*    fNext;
        SkPaint fPaint;
        LayerInfo fInfo;
    };

addLayer()函数首先创建一个Rec结构单链表节点,然后把不同的layerInfo插入到该节点中,最后返回该节点中的fPaint。可以看到init()函数中的for循环里会设置这个fPaint的color、style、StrokeWidth和MaskFilter。设置完后loopBuilder使用detachLooper()方法把构造的SkLayerDrawLooper对象交给fLooper成员。

到这里,fLooper中保存了四种不同的paint,因此在onDraw()中调用各种draw api时产生了四种不同图形叠加到一起的效果。

但,在draw api中是draw looper是怎样工作的呢?

可以拿onDraw()中的drawCircle()作为切入点,看一下draw looper的到底是怎样工作的。

void SkCanvas::drawCircle(SkScalar cx, SkScalar cy, SkScalar radius,
                          const SkPaint& paint) {
    if (radius < 0) {
        radius = 0;
    }

    SkRect  r;
    r.set(cx - radius, cy - radius, cx + radius, cy + radius);
    this->drawOval(r, paint);
}
void SkCanvas::drawOval(const SkRect& oval, const SkPaint& paint) {
    SkRect storage;
    const SkRect* bounds = NULL;
    if (paint.canComputeFastBounds()) { //判断是否可以快速计算绘制边界(主要判断当前paint和skdrawlooper中的paint是否有mask)
        bounds = &paint.computeFastBounds(oval, &storage);
        if (this->quickReject(*bounds)) {
            return;
        }
    }


    LOOPER_BEGIN(paint, SkDrawFilter::kOval_Type, bounds)


    while (iter.next()) {
        iter.fDevice->drawOval(iter, oval, looper.paint());
    }


    LOOPER_END
}
从上面的代码中可以看出,drawCircle()实际就是drawOval(),通过找出外切矩形来确定圆形的位置和形状。

drawOval()函数可以看出做了三件事情:

1.计算绘制边界;

2.外层循环AutoDrawLooper;

3.内层循环DrawIter。

在第一点中,由于drawOval()的参数中已经有了一个skrect,这可以看做一个初始的绘制边界,之后这个初始边界会被SkDrawLooper中所保存的paint去计算一些变换(比如maskfilter、patheffect),这些变换可能会改变最终的一个绘制边界。如果绘制边界为空,或者为无限,那就拒绝绘制。

第二点,从代码中看LOOPER_BEGIN是一个宏定义,宏展开代码如下:

#define LOOPER_BEGIN(paint, type, bounds)                           \
    this->predrawNotify();                                          \
    AutoDrawLooper  looper(this, paint, false, bounds);             \
    while (looper.next(type)) {                                     \
        SkAutoBounderCommit ac(fBounder);                           \
        SkDrawIter          iter(this);

#define LOOPER_END    }
宏展开后就可以很清楚的看到第一层循环,该循环的判断条件是AutoDrawLooper对象,先看一下这个类的构造函数:

    AutoDrawLooper(SkCanvas* canvas, const SkPaint& paint,
                   bool skipLayerForImageFilter = false,
                   const SkRect* bounds = NULL) : fOrigPaint(paint) {
        fCanvas = canvas;
        fFilter = canvas->getDrawFilter();
        fPaint = NULL;
        fSaveCount = canvas->getSaveCount();
        fDoClearImageFilter = false;
        fDone = false;

        if (!skipLayerForImageFilter && fOrigPaint.getImageFilter()) {
            SkPaint tmp;
            tmp.setImageFilter(fOrigPaint.getImageFilter());
            (void)canvas->internalSaveLayer(bounds, &tmp, SkCanvas::kARGB_ClipLayer_SaveFlag,
                                            true, SkCanvas::kFullLayer_SaveLayerStrategy);
            // we'll clear the imageFilter for the actual draws in next(), so
            // it will only be applied during the restore().
            fDoClearImageFilter = true;
        }

        if (SkDrawLooper* looper = paint.getLooper()) {
            void* buffer = fLooperContextAllocator.reserveT<SkDrawLooper::Context>(
                    looper->contextSize());
            fLooperContext = looper->createContext(canvas, buffer);
            fIsSimple = false;
        } else {
            fLooperContext = NULL;
            // can we be marked as simple?
            fIsSimple = !fFilter && !fDoClearImageFilter;
        }
    }

在构造函数中可以直接去看第二个if语句,这个语句里所做的事情是:如果paint设置了SkDrawLooper对象,则会在给定的一块buffer创建一个context。如果paint设置的DrawLooper对象是SkLayerDrawLooper对象,则创建的context实际是LayerDrawLooperContext。在构造LayerDrawLooperContext时,它的成员是一个Rec结构指针fCurrRec,fCurrRec会指向paint中的SkLayerDrawLooper对象中的Rec结构链表头。

我们再来看一下SkLayerDrawLooper中Rec这个结构体:(对于SkDrawLooper另一个子类暂时不分析)

    struct Rec {
        Rec*    fNext;
        SkPaint fPaint;
        LayerInfo fInfo;
    };
Rec链表节点保存着一个layerinfo和一个paint,其中layerinfo结构如下:

    /**
     *  Info for how to apply the layer's paint and offset.
     *
     *  fColorMode controls how we compute the final color for the layer:
     *      The layer's paint's color is treated as the SRC
     *      The draw's paint's color is treated as the DST
     *      final-color = Mode(layers-color, draws-color);
     *  Any SkXfermode::Mode will work. Two common choices are:
     *      kSrc_Mode: to use the layer's color, ignoring the draw's
     *      kDst_Mode: to just keep the draw's color, ignoring the layer's
     */
    struct SK_API LayerInfo {
        BitFlags            fPaintBits;
        SkXfermode::Mode    fColorMode;
        SkVector            fOffset;
        bool                fPostTranslate; //!< applies to fOffset
对于layerinfo成员fColorMode的解释是:这个成员用来计算当前layer(这个layer指的的是效果层)的最终颜色,如果这个成员值为kSrc_Mode,则使用当前layer's paint的颜色,且忽略要绘制layer's paint的颜色;如果值为kDst_Mode,行为相反。

对于成员fPaintBits,它的有关解释在以下枚举结构中:

/**
     *  Bits specifies which aspects of the layer's paint should replace the
     *  corresponding aspects on the draw's paint.
     *  kEntirePaint_Bits means use the layer's paint completely.
     *  0 means ignore the layer's paint... except for fColorMode, which is
     *  always applied.
     */
    enum Bits {
        kStyle_Bit      = 1 << 0,   //!< use this layer's Style/stroke settings
        kTextSkewX_Bit  = 1 << 1,   //!< use this layer's textskewx
        kPathEffect_Bit = 1 << 2,   //!< use this layer's patheffect
        kMaskFilter_Bit = 1 << 3,   //!< use this layer's maskfilter
        kShader_Bit     = 1 << 4,   //!< use this layer's shader
        kColorFilter_Bit = 1 << 5,  //!< use this layer's colorfilter
        kXfermode_Bit   = 1 << 6,   //!< use this layer's xfermode

        /**
         *  Use the layer's paint entirely, with these exceptions:
         *  - We never override the draw's paint's text_encoding, since that is
         *    used to interpret the text/len parameters in draw[Pos]Text.
         *  - Color is always computed using the LayerInfo's fColorMode.
         */
        kEntirePaint_Bits = -1

    };
fPaintBits用来判断使用当前layer的Style/patheffect/maskfilter/shader/colorfilter/xfermode,还是使用即将要绘制的layer's paint。
对于成员fOffset和fPostTranslate,它们用来处理当前layer的位置偏移,会改变canvas的matrix。

因此,layerinfo保存了SkLayerDrawLooper中的每一个layer的paint mode flag和偏移信息。

然后回到之前的外层循环宏展开,构造完AutoDrawLooper对象looper,就会执行looper.next(type)。

    bool next(SkDrawFilter::Type drawType) {
        if (fDone) {
            return false;
        } else if (fIsSimple) {
            fDone = true;
            fPaint = &fOrigPaint;
            return !fPaint->nothingToDraw();
        } else {
            return this->doNext(drawType);
        }
    }
bool AutoDrawLooper::doNext(SkDrawFilter::Type drawType) {
    fPaint = NULL;
    SkASSERT(!fIsSimple);
    SkASSERT(fLooperContext || fFilter || fDoClearImageFilter);

    SkPaint* paint = fLazyPaint.set(fOrigPaint);

    if (fDoClearImageFilter) {
        paint->setImageFilter(NULL);
    }

    if (fLooperContext && !fLooperContext->next(fCanvas, paint)) {
        fDone = true;
        return false;
    }
    if (fFilter) {
        if (!fFilter->filter(paint, drawType)) {
            fDone = true;
            return false;
        }
        if (NULL == fLooperContext) {
            // no looper means we only draw once
            fDone = true;
        }
    }
    fPaint = paint;

    // if we only came in here for the imagefilter, mark us as done
    if (!fLooperContext && !fFilter) {
        fDone = true;
    }

    // call this after any possible paint modifiers
    if (fPaint->nothingToDraw()) {
        fPaint = NULL;
        return false;
    }
    return true;
}
考虑looper.next(type)执行到AutoDrawLooper::doNext()的情况,在doNext()第二个if语句中,会去执行fLooperContext->next(fCanvas, paint),这里执行的就是刚刚构造的LayerDrawLooperContext对象中的next()方法:

bool SkLayerDrawLooper::LayerDrawLooperContext::next(SkCanvas* canvas,
                                                     SkPaint* paint) {
    canvas->restore();
    if (NULL == fCurrRec) {
        return false;
    }

    ApplyInfo(paint, fCurrRec->fPaint, fCurrRec->fInfo);

    canvas->save();
    if (fCurrRec->fInfo.fPostTranslate) {
        postTranslate(canvas, fCurrRec->fInfo.fOffset.fX,
                      fCurrRec->fInfo.fOffset.fY);
    } else {
        canvas->translate(fCurrRec->fInfo.fOffset.fX,
                          fCurrRec->fInfo.fOffset.fY);
    }
    fCurrRec = fCurrRec->fNext;

    return true;
}

看到这里就比较明显了,我们在drawLooper.cpp中的init()函数中定义的四种效果会在这里进行处理。首先是在ApplyInfo()中处理我们定义的color、style、width和maskfilter;然后处理offset;最后fCurrRec指向下一个Rec节点。如果到了Rec链表尾,则外层循环结束。看一下ApplyInfo()设置的info的过程:

    void SkLayerDrawLooper::LayerDrawLooperContext::ApplyInfo(
        SkPaint* dst, const SkPaint& src, const LayerInfo& info) {

    dst->setColor(xferColor(src.getColor(), dst->getColor(), info.fColorMode));

    BitFlags bits = info.fPaintBits;
    SkPaint::TextEncoding encoding = dst->getTextEncoding();

    if (0 == bits) {
        return;
    }
    if (kEntirePaint_Bits == bits) {
        // we've already computed these, so save it from the assignment
        uint32_t f = dst->getFlags();
        SkColor c = dst->getColor();
        *dst = src;
        dst->setFlags(f);
        dst->setColor(c);
        dst->setTextEncoding(encoding);
        return;
    }

    if (bits & kStyle_Bit) {
        dst->setStyle(src.getStyle());
        dst->setStrokeWidth(src.getStrokeWidth());
        dst->setStrokeMiter(src.getStrokeMiter());
        dst->setStrokeCap(src.getStrokeCap());
        dst->setStrokeJoin(src.getStrokeJoin());
    }

    if (bits & kTextSkewX_Bit) {
        dst->setTextSkewX(src.getTextSkewX());
    }

    if (bits & kPathEffect_Bit) {
        dst->setPathEffect(src.getPathEffect());
    }
    if (bits & kMaskFilter_Bit) {
        dst->setMaskFilter(src.getMaskFilter());
    }
    if (bits & kShader_Bit) {
        dst->setShader(src.getShader());
    }
    if (bits & kColorFilter_Bit) {
        dst->setColorFilter(src.getColorFilter());
    }
    if (bits & kXfermode_Bit) {
        dst->setXfermode(src.getXfermode());
    }

    // we don't override these
#if 0
    dst->setTypeface(src.getTypeface());
    dst->setTextSize(src.getTextSize());
    dst->setTextScaleX(src.getTextScaleX());
    dst->setRasterizer(src.getRasterizer());
    dst->setLooper(src.getLooper());
    dst->setTextEncoding(src.getTextEncoding());
    dst->setHinting(src.getHinting());
#endif
}
对于这行:dst->setColor(xferColor(src.getColor(), dst->getColor(), info.fColorMode));

dst指的是draw api中的paint(跟着函数调用一层层传下来),也就是即将要绘制的layer's paint ;src指的是SkLayerDrawLooper中Rec结构成员中的paint。dst设置当前paint的颜色时是根据layerinfo成员fColorMode决定的(如上面layerinfo中的注释)。

我们回到DrawLooper这个例子,只拿绘制的圆形来说明:gParams数组定义的每组效果的颜色依次是白色,红色,蓝色,灰色;绘制圆形时先绘制白色的圆环(style=stroke),然后时红色的圆环(style=stroke),之后是蓝色的圆盘(style=full),最后是灰色的圆盘(style=full),这里每次绘制都是绘制到一个layer上;由于每组效果的layerinfo成员fColorMode都设置的是kSrc_mode,因此这些layer上的图案混合在一起的时候,在相互重叠的地方都保持的是绘制时当前layer的颜色。直观的效果看上去就是后面绘制的图案被之前的layer的图案挡住,白色圆环盖在了红色圆环上,蓝色圆盘的边缘被上面两层图案盖住,灰色圆盘被之前三层的图案盖住。

下面我们再看内存循环,先看SkDrawIter的构造函数:

    SkDrawIter(SkCanvas* canvas, bool skipEmptyClips = true) {
        canvas = canvas->canvasForDrawIter();
        fCanvas = canvas;
        canvas->updateDeviceCMCache();

        fClipStack = &canvas->fClipStack;
        fBounder = canvas->getBounder();
        fCurrLayer = canvas->fMCRec->fTopLayer;
        fSkipEmptyClips = skipEmptyClips;
    }

对于SkDrawIter类,它的基类是SkDraw;它的会在构造函数中为每一层layer(这个layer指的是图层)更新相对应的MCRec状态(图层链表DeviceCM中每一个layer与状态栈中的栈帧MCRec有着一一对应关系,但有的栈帧MCRec可能没有layer);这是为了在正式绘制在layer上之前,调整好layer的空间关系(matrix)和剪裁区域(clip),后面正式开始绘制的时候都按照调整好的matrix和clip去绘制。

内存循环的判断条件是iter.next():

     bool next() {
        // skip over recs with empty clips
        if (fSkipEmptyClips) {
            while (fCurrLayer && fCurrLayer->fClip.isEmpty()) {
                fCurrLayer = fCurrLayer->fNext;
            }
        }

        const DeviceCM* rec = fCurrLayer;
        if (rec && rec->fDevice) {

            fMatrix = rec->fMatrix;
            fClip   = &((SkRasterClip*)&rec->fClip)->forceGetBW();
            fRC     = &rec->fClip;
            fDevice = rec->fDevice;
            fBitmap = &fDevice->accessBitmap(true);
            fPaint  = rec->fPaint;
            SkDEBUGCODE(this->validate();)

            fCurrLayer = rec->fNext;
            if (fBounder) {
                fBounder->setClip(fClip);
            }
            // fCurrLayer may be NULL now

            return true;
        }
        return false;
    }

SkDrawIter类的next()方法的作用是:在正式绘制每一层layer之前,首先跳过clip为空的layer(即clip为空的layer不绘制);然后把当前要绘制的layer一些有用参数传递给SkDrawIter对象的成员,这些成员都是已经更新过matrix和clip状态的,已经具备了绘制条件;最后判断是否到了图层链表尾,用于内层循环判断条件。

从代码中看出内层循环依然是对layer的MC状态一些迭代更新,并在循环体中调用实际绘制函数去绘制当前状态所依附的所有Layer,这里与SkDrawLooper没有关系。

总结:

看到这里可以对SkDrawLooper(针对子类SkLayerDrawLooper)的作用作以下总结:

1.paint可比喻为画笔,画笔可以画出各种效果;这些效果会分布在不同的效果层。SkLayerDrawLooper::LayerInfo定义效果层的paint mode flag和偏移;它决定了在绘制前使用当前效果层的paint效果还是使用即将绘制的paint效果,每一个paint对应的它对应的效果用Rec节点保存在SkLayerDrawLooper中,这个Rec结构可以认为是一个效果层。

2.SkLayerDrawLooper::Builder的对象调用addLayer()函数首先创建Rec结构单链表节点,然后把不同的layerInfo插入到该节点中,最后返回每个节点中与新添加的layerinfo对应的fPaint。有了Rec结构链表,SkLayerDrawLooper::Builder会调用detachLooper()方法返回一个SkLayerDrawLooper对象,这个SkLayerDrawLooper对象可以设置到即将绘制的paint中。这里的addLayer就是添加效果层。

3.把SkLayerDrawLooper对象设置给一个paint,当canvas调用draw api时会使用SkLayerDrawLooper对象去计算绘制边界,然后在draw api的外层循环中使用SkLayerDrawLooper::LayerDrawLooperContext::next()函数去判断使用即将绘制的paint效果还是looper中paint效果,并且会处理每一层的偏移。


对于二层循环总结如下:

1.外层循环的作用是判断使用即将绘制的paint效果还是looper中paint效果,并且会处理每一层的偏移;

2.内层循环是在正式绘制在layer(这个layer是图层)上之前,调整好layer的空间关系(matrix)和剪裁区域(clip),然后跳过clip为空的layer,把当前要绘制的layer一些有用参数传递给SkDrawIter对象的成员,后面让SkDrawIter中的Device去调用实际的绘制函数;这个过程依次迭代。

假设SkLayerDrawLooper对象为looper,SkDrawIter对象为iter,下面这张图简单的描述了两层循环的行为,绿色虚线内为一次外层循环,红色虚线为一次内层循环。


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