/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkShadowUtils_DEFINED #define SkShadowUtils_DEFINED #include "include/core/SkColor.h" #include "include/core/SkScalar.h" #include "include/core/SkTypes.h" #include class SkCanvas; class SkMatrix; class SkPath; struct SkPoint3; struct SkRect; enum SkShadowFlags { kNone_ShadowFlag = 0x00, /** The occluding object is not opaque. Knowing that the occluder is opaque allows * us to cull shadow geometry behind it and improve performance. */ kTransparentOccluder_ShadowFlag = 0x01, /** Don't try to use analytic shadows. */ kGeometricOnly_ShadowFlag = 0x02, /** Light position represents a direction, light radius is blur radius at elevation 1 */ kDirectionalLight_ShadowFlag = 0x04, /** Concave paths will only use blur to generate the shadow */ kConcaveBlurOnly_ShadowFlag = 0x08, /** mask for all shadow flags */ kAll_ShadowFlag = 0x0F }; class SK_API SkShadowUtils { public: /** * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc * light. The shadow may be cached, depending on the path type and canvas matrix. If the * matrix is perspective or the path is volatile, it will not be cached. * * @param canvas The canvas on which to draw the shadows. * @param path The occluder used to generate the shadows. * @param zPlaneParams Values for the plane function which returns the Z offset of the * occluder from the canvas based on local x and y values (the current matrix is not applied). * @param lightPos Generally, the 3D position of the light relative to the canvas plane. * If kDirectionalLight_ShadowFlag is set, this specifies a vector pointing * towards the light. * @param lightRadius Generally, the radius of the disc light. * If DirectionalLight_ShadowFlag is set, this specifies the amount of * blur when the occluder is at Z offset == 1. The blur will grow linearly * as the Z value increases. * @param ambientColor The color of the ambient shadow. * @param spotColor The color of the spot shadow. * @param flags Options controlling opaque occluder optimizations, shadow appearance, * and light position. See SkShadowFlags. */ static void DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams, const SkPoint3& lightPos, SkScalar lightRadius, SkColor ambientColor, SkColor spotColor, uint32_t flags = SkShadowFlags::kNone_ShadowFlag); /** * Generate bounding box for shadows relative to path. Includes both the ambient and spot * shadow bounds. * * @param ctm Current transformation matrix to device space. * @param path The occluder used to generate the shadows. * @param zPlaneParams Values for the plane function which returns the Z offset of the * occluder from the canvas based on local x and y values (the current matrix is not applied). * @param lightPos Generally, the 3D position of the light relative to the canvas plane. * If kDirectionalLight_ShadowFlag is set, this specifies a vector pointing * towards the light. * @param lightRadius Generally, the radius of the disc light. * If DirectionalLight_ShadowFlag is set, this specifies the amount of * blur when the occluder is at Z offset == 1. The blur will grow linearly * as the Z value increases. * @param flags Options controlling opaque occluder optimizations, shadow appearance, * and light position. See SkShadowFlags. * @param bounds Return value for shadow bounding box. * @return Returns true if successful, false otherwise. */ static bool GetLocalBounds(const SkMatrix& ctm, const SkPath& path, const SkPoint3& zPlaneParams, const SkPoint3& lightPos, SkScalar lightRadius, uint32_t flags, SkRect* bounds); /** * Helper routine to compute color values for one-pass tonal alpha. * * @param inAmbientColor Original ambient color * @param inSpotColor Original spot color * @param outAmbientColor Modified ambient color * @param outSpotColor Modified spot color */ static void ComputeTonalColors(SkColor inAmbientColor, SkColor inSpotColor, SkColor* outAmbientColor, SkColor* outSpotColor); }; #endif