penpot/render-wasm/src/render.rs
Belén Albeza 6cbaacf1e0
🎉 Implement inner shadows (wasm) (#5767)
* 🎉 Implement inner shadows (wasm)

* 🐛 Fix reset canvas problem

---------

Co-authored-by: alonso.torres <alonso.torres@kaleidos.net>
2025-02-14 13:46:30 +01:00

651 lines
22 KiB
Rust

use skia_safe as skia;
use std::collections::HashMap;
use uuid::Uuid;
use crate::math;
use crate::view::Viewbox;
use skia::{Contains, Matrix};
mod blend;
mod cache;
mod debug;
mod fills;
mod gpu_state;
mod images;
mod options;
mod shadows;
mod strokes;
use crate::shapes::{Kind, Shape};
use cache::CachedSurfaceImage;
use gpu_state::GpuState;
use options::RenderOptions;
pub use blend::BlendMode;
pub use images::*;
const DEFAULT_FONT_BYTES: &[u8] =
include_bytes!("../../frontend/resources/fonts/RobotoMono-Regular.ttf");
const MAX_BLOCKING_TIME_MS: i32 = 32;
const NODE_BATCH_THRESHOLD: i32 = 10;
extern "C" {
fn emscripten_run_script(script: *const i8);
fn emscripten_run_script_int(script: *const i8) -> i32;
}
fn get_time() -> i32 {
let script = std::ffi::CString::new("performance.now()").unwrap();
unsafe { emscripten_run_script_int(script.as_ptr()) }
}
pub struct NodeRenderState {
pub id: Uuid,
// We use this bool to keep that we've traversed all the children inside this node.
pub visited_children: bool,
// This is used to clip the content of frames.
pub clip_bounds: Option<math::Rect>,
// This is a flag to indicate that we've already drawn the mask of a masked group.
pub visited_mask: bool,
// This bool indicates that we're drawing the mask shape.
pub mask: bool,
}
pub(crate) struct RenderState {
gpu_state: GpuState,
pub options: RenderOptions,
pub final_surface: skia::Surface,
pub render_surface: skia::Surface,
pub drawing_surface: skia::Surface,
pub shadow_surface: skia::Surface,
pub overlay_surface: skia::Surface,
pub debug_surface: skia::Surface,
pub font_provider: skia::textlayout::TypefaceFontProvider,
pub cached_surface_image: Option<CachedSurfaceImage>,
pub viewbox: Viewbox,
pub images: ImageStore,
pub background_color: skia::Color,
// Identifier of the current requestAnimationFrame call, if any.
pub render_request_id: Option<i32>,
// Indicates whether the rendering process has pending frames.
pub render_in_progress: bool,
// Stack of nodes pending to be rendered.
pub pending_nodes: Vec<NodeRenderState>,
pub render_complete: bool,
}
impl RenderState {
pub fn new(width: i32, height: i32) -> RenderState {
// This needs to be done once per WebGL context.
let mut gpu_state = GpuState::new();
let mut final_surface = gpu_state.create_target_surface(width, height);
let render_surface = final_surface
.new_surface_with_dimensions((width, height))
.unwrap();
let shadow_surface = final_surface
.new_surface_with_dimensions((width, height))
.unwrap();
let overlay_surface = final_surface
.new_surface_with_dimensions((width, height))
.unwrap();
let drawing_surface = final_surface
.new_surface_with_dimensions((width, height))
.unwrap();
let debug_surface = final_surface
.new_surface_with_dimensions((width, height))
.unwrap();
let mut font_provider = skia::textlayout::TypefaceFontProvider::new();
let default_font = skia::FontMgr::default()
.new_from_data(DEFAULT_FONT_BYTES, None)
.expect("Failed to load font");
font_provider.register_typeface(default_font, "robotomono-regular");
RenderState {
gpu_state,
final_surface,
render_surface,
overlay_surface,
shadow_surface,
drawing_surface,
debug_surface,
cached_surface_image: None,
font_provider,
options: RenderOptions::default(),
viewbox: Viewbox::new(width as f32, height as f32),
images: ImageStore::new(),
background_color: skia::Color::TRANSPARENT,
render_request_id: None,
render_in_progress: false,
pending_nodes: vec![],
render_complete: true,
}
}
pub fn add_font(&mut self, family_name: String, font_data: &[u8]) -> Result<(), String> {
let typeface = skia::FontMgr::default()
.new_from_data(font_data, None)
.expect("Failed to add font");
self.font_provider
.register_typeface(typeface, family_name.as_ref());
Ok(())
}
pub fn add_image(&mut self, id: Uuid, image_data: &[u8]) -> Result<(), String> {
self.images.add(id, image_data)
}
pub fn has_image(&mut self, id: &Uuid) -> bool {
self.images.contains(id)
}
pub fn set_debug_flags(&mut self, debug: u32) {
self.options.debug_flags = debug;
}
pub fn set_dpr(&mut self, dpr: f32) {
if Some(dpr) != self.options.dpr {
self.options.dpr = Some(dpr);
self.resize(
self.viewbox.width.floor() as i32,
self.viewbox.height.floor() as i32,
);
}
}
pub fn set_background_color(&mut self, color: skia::Color) {
self.background_color = color;
let _ = self.render_from_cache();
}
pub fn resize(&mut self, width: i32, height: i32) {
let dpr_width = (width as f32 * self.options.dpr()).floor() as i32;
let dpr_height = (height as f32 * self.options.dpr()).floor() as i32;
let surface = self.gpu_state.create_target_surface(dpr_width, dpr_height);
self.final_surface = surface;
self.render_surface = self
.final_surface
.new_surface_with_dimensions((dpr_width, dpr_height))
.unwrap();
self.overlay_surface = self
.final_surface
.new_surface_with_dimensions((dpr_width, dpr_height))
.unwrap();
self.shadow_surface = self
.final_surface
.new_surface_with_dimensions((dpr_width, dpr_height))
.unwrap();
self.drawing_surface = self
.final_surface
.new_surface_with_dimensions((dpr_width, dpr_height))
.unwrap();
self.debug_surface = self
.final_surface
.new_surface_with_dimensions((dpr_width, dpr_height))
.unwrap();
self.viewbox.set_wh(width as f32, height as f32);
}
pub fn flush(&mut self) {
self.gpu_state
.context
.flush_and_submit_surface(&mut self.final_surface, None);
}
pub fn reset_canvas(&mut self) {
self.drawing_surface.canvas().restore_to_count(1);
self.render_surface.canvas().restore_to_count(1);
self.drawing_surface
.canvas()
.clear(self.background_color)
.reset_matrix();
self.render_surface
.canvas()
.clear(self.background_color)
.reset_matrix();
self.shadow_surface
.canvas()
.clear(self.background_color)
.reset_matrix();
self.overlay_surface
.canvas()
.clear(self.background_color)
.reset_matrix();
self.debug_surface
.canvas()
.clear(skia::Color::TRANSPARENT)
.reset_matrix();
}
pub fn apply_render_to_final_canvas(&mut self) {
self.render_surface.draw(
&mut self.final_surface.canvas(),
(0.0, 0.0),
skia::SamplingOptions::new(skia::FilterMode::Linear, skia::MipmapMode::Nearest),
Some(&skia::Paint::default()),
);
}
pub fn apply_drawing_to_render_canvas(&mut self) {
self.gpu_state
.context
.flush_and_submit_surface(&mut self.drawing_surface, None);
self.drawing_surface.draw(
&mut self.render_surface.canvas(),
(0.0, 0.0),
skia::SamplingOptions::new(skia::FilterMode::Linear, skia::MipmapMode::Nearest),
Some(&skia::Paint::default()),
);
self.gpu_state
.context
.flush_and_submit_surface(&mut self.render_surface, None);
self.gpu_state
.context
.flush_and_submit_surface(&mut self.overlay_surface, None);
self.overlay_surface.draw(
&mut self.render_surface.canvas(),
(0.0, 0.0),
skia::SamplingOptions::new(skia::FilterMode::Linear, skia::MipmapMode::Nearest),
None,
);
self.shadow_surface.canvas().clear(skia::Color::TRANSPARENT);
self.overlay_surface
.canvas()
.clear(skia::Color::TRANSPARENT);
self.drawing_surface
.canvas()
.clear(skia::Color::TRANSPARENT);
}
pub fn invalidate_cache_if_needed(&mut self) {
if let Some(ref mut cached_surface_image) = self.cached_surface_image {
cached_surface_image.invalidate_if_dirty(&self.viewbox);
}
}
pub fn render_shape(
&mut self,
shape: &mut Shape,
modifiers: Option<&Matrix>,
clip_bounds: Option<skia::Rect>,
) {
if let Some(modifiers) = modifiers {
self.drawing_surface.canvas().concat(&modifiers);
}
let center = shape.bounds().center();
// Transform the shape in the center
let mut matrix = shape.transform.clone();
matrix.post_translate(center);
matrix.pre_translate(-center);
self.drawing_surface.canvas().concat(&matrix);
if let Some(bounds) = clip_bounds {
self.drawing_surface
.canvas()
.clip_rect(bounds, skia::ClipOp::Intersect, true);
}
match &shape.kind {
Kind::SVGRaw(sr) => {
if let Some(svg) = shape.svg.as_ref() {
svg.render(self.drawing_surface.canvas())
} else {
let font_manager = skia::FontMgr::from(self.font_provider.clone());
let dom_result = skia::svg::Dom::from_str(sr.content.to_string(), font_manager);
match dom_result {
Ok(dom) => {
dom.render(self.drawing_surface.canvas());
shape.set_svg(dom);
}
Err(e) => {
eprintln!("Error parsing SVG. Error: {}", e);
}
}
}
}
_ => {
for fill in shape.fills().rev() {
fills::render(self, shape, fill);
}
for stroke in shape.strokes().rev() {
strokes::render(self, shape, stroke);
}
for shadow in shape.inner_shadows().rev().filter(|s| !s.hidden()) {
shadows::render_inner_shadow(
self,
shadow,
self.viewbox.zoom * self.options.dpr(),
);
}
for shadow in shape.drop_shadows().rev().filter(|s| !s.hidden()) {
shadows::render_drop_shadow(
self,
shadow,
self.viewbox.zoom * self.options.dpr(),
);
}
}
};
self.apply_drawing_to_render_canvas();
}
pub fn start_render_loop(
&mut self,
tree: &mut HashMap<Uuid, Shape>,
modifiers: &HashMap<Uuid, Matrix>,
timestamp: i32,
) -> Result<(), String> {
if self.render_in_progress {
if let Some(frame_id) = self.render_request_id {
self.cancel_animation_frame(frame_id);
}
}
self.reset_canvas();
self.drawing_surface.canvas().scale((
self.viewbox.zoom * self.options.dpr(),
self.viewbox.zoom * self.options.dpr(),
));
self.drawing_surface
.canvas()
.translate((self.viewbox.pan_x, self.viewbox.pan_y));
self.pending_nodes = vec![NodeRenderState {
id: Uuid::nil(),
visited_children: false,
clip_bounds: None,
visited_mask: false,
mask: false,
}];
self.render_in_progress = true;
self.process_animation_frame(tree, modifiers, timestamp)?;
self.render_complete = true;
Ok(())
}
pub fn request_animation_frame(&mut self) -> i32 {
let script =
std::ffi::CString::new("requestAnimationFrame(_process_animation_frame)").unwrap();
unsafe { emscripten_run_script_int(script.as_ptr()) }
}
pub fn cancel_animation_frame(&mut self, frame_id: i32) {
let cancel_script = format!("cancelAnimationFrame({})", frame_id);
let c_cancel_script = std::ffi::CString::new(cancel_script).unwrap();
unsafe {
emscripten_run_script(c_cancel_script.as_ptr());
}
}
pub fn process_animation_frame(
&mut self,
tree: &mut HashMap<Uuid, Shape>,
modifiers: &HashMap<Uuid, Matrix>,
timestamp: i32,
) -> Result<(), String> {
if self.render_in_progress {
self.render_shape_tree(tree, modifiers, timestamp)?;
if self.render_in_progress {
if let Some(frame_id) = self.render_request_id {
self.cancel_animation_frame(frame_id);
}
self.render_request_id = Some(self.request_animation_frame());
}
}
// self.render_in_progress can have changed
if self.render_in_progress {
if self.cached_surface_image.is_some() {
self.render_from_cache()?;
}
return Ok(());
}
// Chech if cached_surface_image is not set or is invalid
if self
.cached_surface_image
.as_ref()
.map_or(true, |img| img.invalid)
{
self.cached_surface_image = Some(CachedSurfaceImage {
image: self.render_surface.image_snapshot(),
viewbox: self.viewbox,
invalid: false,
has_all_shapes: self.render_complete,
});
}
if self.options.is_debug_visible() {
self.render_debug();
}
debug::render_wasm_label(self);
self.apply_render_to_final_canvas();
self.flush();
Ok(())
}
pub fn clear_cache(&mut self) {
self.cached_surface_image = None;
}
pub fn render_from_cache(&mut self) -> Result<(), String> {
let cached = self
.cached_surface_image
.as_ref()
.ok_or("Uninitialized cached surface image")?;
let image = &cached.image;
let paint = skia::Paint::default();
self.final_surface.canvas().save();
self.drawing_surface.canvas().save();
let navigate_zoom = self.viewbox.zoom / cached.viewbox.zoom;
let navigate_x = cached.viewbox.zoom * (self.viewbox.pan_x - cached.viewbox.pan_x);
let navigate_y = cached.viewbox.zoom * (self.viewbox.pan_y - cached.viewbox.pan_y);
self.final_surface
.canvas()
.scale((navigate_zoom, navigate_zoom));
self.final_surface.canvas().translate((
navigate_x * self.options.dpr(),
navigate_y * self.options.dpr(),
));
self.final_surface.canvas().clear(self.background_color);
self.final_surface
.canvas()
.draw_image(image, (0, 0), Some(&paint));
self.final_surface.canvas().restore();
self.drawing_surface.canvas().restore();
self.flush();
Ok(())
}
fn render_debug(&mut self) {
debug::render(self);
}
pub fn render_shape_tree(
&mut self,
tree: &mut HashMap<Uuid, Shape>,
modifiers: &HashMap<Uuid, Matrix>,
timestamp: i32,
) -> Result<(), String> {
if !self.render_in_progress {
return Ok(());
}
let mut i = 0;
while let Some(node_render_state) = self.pending_nodes.pop() {
let NodeRenderState {
id: node_id,
visited_children,
clip_bounds,
visited_mask,
mask,
} = node_render_state;
let element = tree.get(&node_render_state.id).ok_or(
"Error: Element with root_id {node_render_state.id} not found in the tree."
.to_string(),
)?;
let render_complete = self.viewbox.area.contains(element.bounds());
if visited_children {
if !visited_mask {
match element.kind {
Kind::Group(group) => {
// When we're dealing with masked groups we need to
// do a separate extra step to draw the mask (the last
// element of a masked group) and blend (using
// the blend mode 'destination-in') the content
// of the group and the mask.
if group.masked {
self.pending_nodes.push(NodeRenderState {
id: node_id,
visited_children: true,
clip_bounds: None,
visited_mask: true,
mask: false,
});
if let Some(&mask_id) = element.mask_id() {
self.pending_nodes.push(NodeRenderState {
id: mask_id,
visited_children: false,
clip_bounds: None,
visited_mask: false,
mask: true,
});
}
}
}
_ => {}
}
} else {
// Because masked groups needs two rendering passes (first drawing
// the content and then drawing the mask), we need to do an
// extra restore.
match element.kind {
Kind::Group(group) => {
if group.masked {
self.render_surface.canvas().restore();
}
}
_ => {}
}
}
self.render_surface.canvas().restore();
continue;
}
// If we didn't visited_children this shape, then we need to do
if !node_render_state.id.is_nil() {
if !element.bounds().intersects(self.viewbox.area) || element.hidden() {
debug::render_debug_shape(self, element, false);
self.render_complete = render_complete;
continue;
} else {
debug::render_debug_shape(self, element, true);
}
}
// Masked groups needs two rendering passes, the first one rendering
// the content and the second one rendering the mask so we need to do
// an extra save_layer to keep all the masked group separate from other
// already drawn elements.
match element.kind {
Kind::Group(group) => {
if group.masked {
let paint = skia::Paint::default();
let layer_rec = skia::canvas::SaveLayerRec::default().paint(&paint);
self.render_surface.canvas().save_layer(&layer_rec);
}
}
_ => {}
}
let mut paint = skia::Paint::default();
paint.set_blend_mode(element.blend_mode().into());
paint.set_alpha_f(element.opacity());
// When we're rendering the mask shape we need to set a special blend mode
// called 'destination-in' that keeps the drawn content within the mask.
// @see https://skia.org/docs/user/api/skblendmode_overview/
if mask {
let mut mask_paint = skia::Paint::default();
mask_paint.set_blend_mode(skia::BlendMode::DstIn);
let mask_rec = skia::canvas::SaveLayerRec::default().paint(&mask_paint);
self.render_surface.canvas().save_layer(&mask_rec);
}
if let Some(image_filter) = element.image_filter(self.viewbox.zoom * self.options.dpr())
{
paint.set_image_filter(image_filter);
}
let layer_rec = skia::canvas::SaveLayerRec::default().paint(&paint);
self.render_surface.canvas().save_layer(&layer_rec);
self.drawing_surface.canvas().save();
if !node_render_state.id.is_nil() {
self.render_shape(
&mut element.clone(),
modifiers.get(&element.id),
clip_bounds,
);
} else {
self.apply_drawing_to_render_canvas();
}
self.drawing_surface.canvas().restore();
// Set the node as visited_children before processing children
self.pending_nodes.push(NodeRenderState {
id: node_id,
visited_children: true,
clip_bounds: None,
visited_mask: false,
mask: mask,
});
if element.is_recursive() {
let children_clip_bounds =
(!node_render_state.id.is_nil() & element.clip()).then(|| element.bounds());
for child_id in element.children_ids().iter().rev() {
self.pending_nodes.push(NodeRenderState {
id: *child_id,
visited_children: false,
clip_bounds: children_clip_bounds,
visited_mask: false,
mask: false,
});
}
}
// We try to avoid doing too many calls to get_time
if i % NODE_BATCH_THRESHOLD == 0 && get_time() - timestamp > MAX_BLOCKING_TIME_MS {
return Ok(());
}
i += 1;
}
// If we finish processing every node rendering is complete
self.render_in_progress = false;
Ok(())
}
}