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✨ Draw fills offscreen to support blend mode when multiple fills
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commit
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3 changed files with 64 additions and 38 deletions
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@ -79,23 +79,23 @@
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;; These values correspond to skia::BlendMode representation
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;; https://rust-skia.github.io/doc/skia_safe/enum.BlendMode.html
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(let [encoded-blend (case blend-mode
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:normal 3
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:darken 16
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:multiply 24
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:color-burn 19
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:lighten 17
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:screen 14
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:color-dodge 18
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:overlay 15
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:soft-light 21
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:hard-light 20
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:difference 22
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:exclusion 23
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:hue 25
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:saturation 26
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:color 27
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:luminosity 28
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3)]
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:normal 3
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:darken 16
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:multiply 24
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:color-burn 19
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:lighten 17
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:screen 14
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:color-dodge 18
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:overlay 15
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:soft-light 21
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:hard-light 20
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:difference 22
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:exclusion 23
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:hue 25
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:saturation 26
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:color 27
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:luminosity 28
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3)]
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(._set_shape_blend_mode ^js internal-module encoded-blend)))
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(defn set-objects
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@ -28,7 +28,7 @@ impl GpuState {
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}
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/// Create a Skia surface that will be used for rendering.
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fn create_surface(&mut self, width: i32, height: i32) -> skia::Surface {
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fn create_target_surface(&mut self, width: i32, height: i32) -> skia::Surface {
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let backend_render_target =
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gpu::backend_render_targets::make_gl((width, height), 1, 8, self.framebuffer_info);
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@ -46,39 +46,53 @@ impl GpuState {
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pub(crate) struct RenderState {
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gpu_state: GpuState,
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pub surface: skia::Surface,
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pub final_surface: skia::Surface,
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pub drawing_surface: skia::Surface,
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}
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impl RenderState {
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pub fn new(width: i32, height: i32) -> RenderState {
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// This needs to be done once per WebGL context.
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let mut gpu_state = GpuState::new();
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let surface = gpu_state.create_surface(width, height);
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let mut final_surface = gpu_state.create_target_surface(width, height);
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let drawing_surface = final_surface
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.new_surface_with_dimensions((width, height))
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.unwrap();
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RenderState { gpu_state, surface }
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RenderState {
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gpu_state,
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final_surface,
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drawing_surface,
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}
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}
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pub fn resize(&mut self, width: i32, height: i32) {
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let surface = self.gpu_state.create_surface(width, height);
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self.surface = surface;
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let surface = self.gpu_state.create_target_surface(width, height);
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self.final_surface = surface;
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self.drawing_surface = self
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.final_surface
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.new_surface_with_dimensions((width, height))
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.unwrap();
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}
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pub fn flush(&mut self) {
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self.gpu_state
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.context
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.flush_and_submit_surface(&mut self.surface, None)
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.flush_and_submit_surface(&mut self.final_surface, None)
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}
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pub fn translate(&mut self, dx: f32, dy: f32) {
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self.surface.canvas().translate((dx, dy));
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self.drawing_surface.canvas().translate((dx, dy));
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}
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pub fn scale(&mut self, sx: f32, sy: f32) {
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self.surface.canvas().scale((sx, sy));
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self.drawing_surface.canvas().scale((sx, sy));
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}
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pub fn reset_canvas(&mut self) {
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self.surface.canvas().clear(skia_safe::Color::TRANSPARENT);
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self.surface.canvas().reset_matrix();
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self.drawing_surface
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.canvas()
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.clear(skia_safe::Color::TRANSPARENT);
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self.drawing_surface.canvas().reset_matrix();
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}
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}
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@ -1,4 +1,4 @@
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use skia_safe as skia;
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use skia_safe::{self as skia, SamplingOptions};
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use std::collections::HashMap;
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use uuid::Uuid;
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@ -46,9 +46,14 @@ impl<'a> State<'a> {
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let shape = self.shapes.get(&id).unwrap();
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// This is needed so the next non-children shape does not carry this shape's transform
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self.render_state.surface.canvas().save();
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self.render_state.final_surface.canvas().save();
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self.render_state.drawing_surface.canvas().save();
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render_single_shape(&mut self.render_state.surface, shape);
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render_single_shape(
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&mut self.render_state.final_surface,
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&mut self.render_state.drawing_surface,
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shape,
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);
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// draw all the children shapes
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let shape_ids = shape.children.clone();
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@ -56,7 +61,8 @@ impl<'a> State<'a> {
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self.render_shape_tree(shape_id);
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}
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self.render_state.surface.canvas().restore();
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self.render_state.final_surface.canvas().restore();
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self.render_state.drawing_surface.canvas().restore();
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}
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pub fn use_shape(&'a mut self, id: Uuid) {
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@ -74,7 +80,7 @@ impl<'a> State<'a> {
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}
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}
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fn render_single_shape(surface: &mut skia::Surface, shape: &Shape) {
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fn render_single_shape(surface: &mut skia::Surface, offscreen: &mut skia::Surface, shape: &Shape) {
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let r = skia::Rect::new(
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shape.selrect.x1,
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shape.selrect.y1,
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@ -105,12 +111,18 @@ fn render_single_shape(surface: &mut skia::Surface, shape: &Shape) {
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center.negate();
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matrix.pre_translate(center);
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surface.canvas().concat(&matrix);
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offscreen.canvas().concat(&matrix);
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// TODO: use blend mode for the shape as a whole, not in each fill
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for fill in shape.fills().rev() {
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let mut p = fill.to_paint();
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p.set_blend_mode(shape.blend_mode.into());
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surface.canvas().draw_rect(r, &p);
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offscreen.canvas().draw_rect(r, &fill.to_paint());
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}
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let mut paint = skia::Paint::default();
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paint.set_blend_mode(shape.blend_mode.into());
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offscreen.draw(
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&mut surface.canvas(),
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(0.0, 0.0),
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SamplingOptions::new(skia::FilterMode::Linear, skia::MipmapMode::None),
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Some(&paint),
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);
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}
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