1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2017 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "include/utils/SkShadowUtils.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlendMode.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlender.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlurTypes.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorFilter.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMaskFilter.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPath.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint3.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkVertices.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/SkIDChangeListener.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkFloatingPoint.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTPin.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTemplates.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTo.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkRandom.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkBlurMask.h"
31*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkColorFilterPriv.h"
32*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkDevice.h"
33*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkDrawShadowInfo.h"
34*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkPathPriv.h"
35*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkResourceCache.h"
36*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkVerticesPriv.h"
37*c8dee2aaSAndroid Build Coastguard Worker
38*c8dee2aaSAndroid Build Coastguard Worker #if !defined(SK_ENABLE_OPTIMIZE_SIZE)
39*c8dee2aaSAndroid Build Coastguard Worker #include "src/utils/SkShadowTessellator.h"
40*c8dee2aaSAndroid Build Coastguard Worker #endif
41*c8dee2aaSAndroid Build Coastguard Worker
42*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GANESH)
43*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrStyle.h"
44*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/geometry/GrStyledShape.h"
45*c8dee2aaSAndroid Build Coastguard Worker #endif
46*c8dee2aaSAndroid Build Coastguard Worker
47*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
48*c8dee2aaSAndroid Build Coastguard Worker #include <cstring>
49*c8dee2aaSAndroid Build Coastguard Worker #include <functional>
50*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
51*c8dee2aaSAndroid Build Coastguard Worker #include <new>
52*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
55*c8dee2aaSAndroid Build Coastguard Worker
56*c8dee2aaSAndroid Build Coastguard Worker class SkRRect;
57*c8dee2aaSAndroid Build Coastguard Worker
58*c8dee2aaSAndroid Build Coastguard Worker ///////////////////////////////////////////////////////////////////////////////////////////////////
59*c8dee2aaSAndroid Build Coastguard Worker
60*c8dee2aaSAndroid Build Coastguard Worker #if !defined(SK_ENABLE_OPTIMIZE_SIZE)
61*c8dee2aaSAndroid Build Coastguard Worker namespace {
62*c8dee2aaSAndroid Build Coastguard Worker
resource_cache_shared_id()63*c8dee2aaSAndroid Build Coastguard Worker uint64_t resource_cache_shared_id() {
64*c8dee2aaSAndroid Build Coastguard Worker return 0x2020776f64616873llu; // 'shadow '
65*c8dee2aaSAndroid Build Coastguard Worker }
66*c8dee2aaSAndroid Build Coastguard Worker
67*c8dee2aaSAndroid Build Coastguard Worker /** Factory for an ambient shadow mesh with particular shadow properties. */
68*c8dee2aaSAndroid Build Coastguard Worker struct AmbientVerticesFactory {
69*c8dee2aaSAndroid Build Coastguard Worker SkScalar fOccluderHeight = SK_ScalarNaN; // NaN so that isCompatible will fail until init'ed.
70*c8dee2aaSAndroid Build Coastguard Worker bool fTransparent;
71*c8dee2aaSAndroid Build Coastguard Worker SkVector fOffset;
72*c8dee2aaSAndroid Build Coastguard Worker
isCompatible__anonee488b7b0111::AmbientVerticesFactory73*c8dee2aaSAndroid Build Coastguard Worker bool isCompatible(const AmbientVerticesFactory& that, SkVector* translate) const {
74*c8dee2aaSAndroid Build Coastguard Worker if (fOccluderHeight != that.fOccluderHeight || fTransparent != that.fTransparent) {
75*c8dee2aaSAndroid Build Coastguard Worker return false;
76*c8dee2aaSAndroid Build Coastguard Worker }
77*c8dee2aaSAndroid Build Coastguard Worker *translate = that.fOffset;
78*c8dee2aaSAndroid Build Coastguard Worker return true;
79*c8dee2aaSAndroid Build Coastguard Worker }
80*c8dee2aaSAndroid Build Coastguard Worker
makeVertices__anonee488b7b0111::AmbientVerticesFactory81*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> makeVertices(const SkPath& path, const SkMatrix& ctm,
82*c8dee2aaSAndroid Build Coastguard Worker SkVector* translate) const {
83*c8dee2aaSAndroid Build Coastguard Worker SkPoint3 zParams = SkPoint3::Make(0, 0, fOccluderHeight);
84*c8dee2aaSAndroid Build Coastguard Worker // pick a canonical place to generate shadow
85*c8dee2aaSAndroid Build Coastguard Worker SkMatrix noTrans(ctm);
86*c8dee2aaSAndroid Build Coastguard Worker if (!ctm.hasPerspective()) {
87*c8dee2aaSAndroid Build Coastguard Worker noTrans[SkMatrix::kMTransX] = 0;
88*c8dee2aaSAndroid Build Coastguard Worker noTrans[SkMatrix::kMTransY] = 0;
89*c8dee2aaSAndroid Build Coastguard Worker }
90*c8dee2aaSAndroid Build Coastguard Worker *translate = fOffset;
91*c8dee2aaSAndroid Build Coastguard Worker return SkShadowTessellator::MakeAmbient(path, noTrans, zParams, fTransparent);
92*c8dee2aaSAndroid Build Coastguard Worker }
93*c8dee2aaSAndroid Build Coastguard Worker };
94*c8dee2aaSAndroid Build Coastguard Worker
95*c8dee2aaSAndroid Build Coastguard Worker /** Factory for an spot shadow mesh with particular shadow properties. */
96*c8dee2aaSAndroid Build Coastguard Worker struct SpotVerticesFactory {
97*c8dee2aaSAndroid Build Coastguard Worker enum class OccluderType {
98*c8dee2aaSAndroid Build Coastguard Worker // The umbra cannot be dropped out because either the occluder is not opaque,
99*c8dee2aaSAndroid Build Coastguard Worker // or the center of the umbra is visible. Uses point light.
100*c8dee2aaSAndroid Build Coastguard Worker kPointTransparent,
101*c8dee2aaSAndroid Build Coastguard Worker // The umbra can be dropped where it is occluded. Uses point light.
102*c8dee2aaSAndroid Build Coastguard Worker kPointOpaquePartialUmbra,
103*c8dee2aaSAndroid Build Coastguard Worker // It is known that the entire umbra is occluded. Uses point light.
104*c8dee2aaSAndroid Build Coastguard Worker kPointOpaqueNoUmbra,
105*c8dee2aaSAndroid Build Coastguard Worker // Uses directional light.
106*c8dee2aaSAndroid Build Coastguard Worker kDirectional,
107*c8dee2aaSAndroid Build Coastguard Worker // The umbra can't be dropped out. Uses directional light.
108*c8dee2aaSAndroid Build Coastguard Worker kDirectionalTransparent,
109*c8dee2aaSAndroid Build Coastguard Worker };
110*c8dee2aaSAndroid Build Coastguard Worker
111*c8dee2aaSAndroid Build Coastguard Worker SkVector fOffset;
112*c8dee2aaSAndroid Build Coastguard Worker SkPoint fLocalCenter;
113*c8dee2aaSAndroid Build Coastguard Worker SkScalar fOccluderHeight = SK_ScalarNaN; // NaN so that isCompatible will fail until init'ed.
114*c8dee2aaSAndroid Build Coastguard Worker SkPoint3 fDevLightPos;
115*c8dee2aaSAndroid Build Coastguard Worker SkScalar fLightRadius;
116*c8dee2aaSAndroid Build Coastguard Worker OccluderType fOccluderType;
117*c8dee2aaSAndroid Build Coastguard Worker
isCompatible__anonee488b7b0111::SpotVerticesFactory118*c8dee2aaSAndroid Build Coastguard Worker bool isCompatible(const SpotVerticesFactory& that, SkVector* translate) const {
119*c8dee2aaSAndroid Build Coastguard Worker if (fOccluderHeight != that.fOccluderHeight || fDevLightPos.fZ != that.fDevLightPos.fZ ||
120*c8dee2aaSAndroid Build Coastguard Worker fLightRadius != that.fLightRadius || fOccluderType != that.fOccluderType) {
121*c8dee2aaSAndroid Build Coastguard Worker return false;
122*c8dee2aaSAndroid Build Coastguard Worker }
123*c8dee2aaSAndroid Build Coastguard Worker switch (fOccluderType) {
124*c8dee2aaSAndroid Build Coastguard Worker case OccluderType::kPointTransparent:
125*c8dee2aaSAndroid Build Coastguard Worker case OccluderType::kPointOpaqueNoUmbra:
126*c8dee2aaSAndroid Build Coastguard Worker // 'this' and 'that' will either both have no umbra removed or both have all the
127*c8dee2aaSAndroid Build Coastguard Worker // umbra removed.
128*c8dee2aaSAndroid Build Coastguard Worker *translate = that.fOffset;
129*c8dee2aaSAndroid Build Coastguard Worker return true;
130*c8dee2aaSAndroid Build Coastguard Worker case OccluderType::kPointOpaquePartialUmbra:
131*c8dee2aaSAndroid Build Coastguard Worker // In this case we partially remove the umbra differently for 'this' and 'that'
132*c8dee2aaSAndroid Build Coastguard Worker // if the offsets don't match.
133*c8dee2aaSAndroid Build Coastguard Worker if (fOffset == that.fOffset) {
134*c8dee2aaSAndroid Build Coastguard Worker translate->set(0, 0);
135*c8dee2aaSAndroid Build Coastguard Worker return true;
136*c8dee2aaSAndroid Build Coastguard Worker }
137*c8dee2aaSAndroid Build Coastguard Worker return false;
138*c8dee2aaSAndroid Build Coastguard Worker case OccluderType::kDirectional:
139*c8dee2aaSAndroid Build Coastguard Worker case OccluderType::kDirectionalTransparent:
140*c8dee2aaSAndroid Build Coastguard Worker *translate = that.fOffset - fOffset;
141*c8dee2aaSAndroid Build Coastguard Worker return true;
142*c8dee2aaSAndroid Build Coastguard Worker }
143*c8dee2aaSAndroid Build Coastguard Worker SK_ABORT("Uninitialized occluder type?");
144*c8dee2aaSAndroid Build Coastguard Worker }
145*c8dee2aaSAndroid Build Coastguard Worker
makeVertices__anonee488b7b0111::SpotVerticesFactory146*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> makeVertices(const SkPath& path, const SkMatrix& ctm,
147*c8dee2aaSAndroid Build Coastguard Worker SkVector* translate) const {
148*c8dee2aaSAndroid Build Coastguard Worker bool transparent = fOccluderType == OccluderType::kPointTransparent ||
149*c8dee2aaSAndroid Build Coastguard Worker fOccluderType == OccluderType::kDirectionalTransparent;
150*c8dee2aaSAndroid Build Coastguard Worker bool directional = fOccluderType == OccluderType::kDirectional ||
151*c8dee2aaSAndroid Build Coastguard Worker fOccluderType == OccluderType::kDirectionalTransparent;
152*c8dee2aaSAndroid Build Coastguard Worker SkPoint3 zParams = SkPoint3::Make(0, 0, fOccluderHeight);
153*c8dee2aaSAndroid Build Coastguard Worker if (directional) {
154*c8dee2aaSAndroid Build Coastguard Worker translate->set(0, 0);
155*c8dee2aaSAndroid Build Coastguard Worker return SkShadowTessellator::MakeSpot(path, ctm, zParams, fDevLightPos, fLightRadius,
156*c8dee2aaSAndroid Build Coastguard Worker transparent, true);
157*c8dee2aaSAndroid Build Coastguard Worker } else if (ctm.hasPerspective() || OccluderType::kPointOpaquePartialUmbra == fOccluderType) {
158*c8dee2aaSAndroid Build Coastguard Worker translate->set(0, 0);
159*c8dee2aaSAndroid Build Coastguard Worker return SkShadowTessellator::MakeSpot(path, ctm, zParams, fDevLightPos, fLightRadius,
160*c8dee2aaSAndroid Build Coastguard Worker transparent, false);
161*c8dee2aaSAndroid Build Coastguard Worker } else {
162*c8dee2aaSAndroid Build Coastguard Worker // pick a canonical place to generate shadow, with light centered over path
163*c8dee2aaSAndroid Build Coastguard Worker SkMatrix noTrans(ctm);
164*c8dee2aaSAndroid Build Coastguard Worker noTrans[SkMatrix::kMTransX] = 0;
165*c8dee2aaSAndroid Build Coastguard Worker noTrans[SkMatrix::kMTransY] = 0;
166*c8dee2aaSAndroid Build Coastguard Worker SkPoint devCenter(fLocalCenter);
167*c8dee2aaSAndroid Build Coastguard Worker noTrans.mapPoints(&devCenter, 1);
168*c8dee2aaSAndroid Build Coastguard Worker SkPoint3 centerLightPos = SkPoint3::Make(devCenter.fX, devCenter.fY, fDevLightPos.fZ);
169*c8dee2aaSAndroid Build Coastguard Worker *translate = fOffset;
170*c8dee2aaSAndroid Build Coastguard Worker return SkShadowTessellator::MakeSpot(path, noTrans, zParams,
171*c8dee2aaSAndroid Build Coastguard Worker centerLightPos, fLightRadius, transparent, false);
172*c8dee2aaSAndroid Build Coastguard Worker }
173*c8dee2aaSAndroid Build Coastguard Worker }
174*c8dee2aaSAndroid Build Coastguard Worker };
175*c8dee2aaSAndroid Build Coastguard Worker
176*c8dee2aaSAndroid Build Coastguard Worker /**
177*c8dee2aaSAndroid Build Coastguard Worker * This manages a set of tessellations for a given shape in the cache. Because SkResourceCache
178*c8dee2aaSAndroid Build Coastguard Worker * records are immutable this is not itself a Rec. When we need to update it we return this on
179*c8dee2aaSAndroid Build Coastguard Worker * the FindVisitor and let the cache destroy the Rec. We'll update the tessellations and then add
180*c8dee2aaSAndroid Build Coastguard Worker * a new Rec with an adjusted size for any deletions/additions.
181*c8dee2aaSAndroid Build Coastguard Worker */
182*c8dee2aaSAndroid Build Coastguard Worker class CachedTessellations : public SkRefCnt {
183*c8dee2aaSAndroid Build Coastguard Worker public:
size() const184*c8dee2aaSAndroid Build Coastguard Worker size_t size() const { return fAmbientSet.size() + fSpotSet.size(); }
185*c8dee2aaSAndroid Build Coastguard Worker
find(const AmbientVerticesFactory & ambient,const SkMatrix & matrix,SkVector * translate) const186*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> find(const AmbientVerticesFactory& ambient, const SkMatrix& matrix,
187*c8dee2aaSAndroid Build Coastguard Worker SkVector* translate) const {
188*c8dee2aaSAndroid Build Coastguard Worker return fAmbientSet.find(ambient, matrix, translate);
189*c8dee2aaSAndroid Build Coastguard Worker }
190*c8dee2aaSAndroid Build Coastguard Worker
add(const SkPath & devPath,const AmbientVerticesFactory & ambient,const SkMatrix & matrix,SkVector * translate)191*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> add(const SkPath& devPath, const AmbientVerticesFactory& ambient,
192*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix& matrix, SkVector* translate) {
193*c8dee2aaSAndroid Build Coastguard Worker return fAmbientSet.add(devPath, ambient, matrix, translate);
194*c8dee2aaSAndroid Build Coastguard Worker }
195*c8dee2aaSAndroid Build Coastguard Worker
find(const SpotVerticesFactory & spot,const SkMatrix & matrix,SkVector * translate) const196*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> find(const SpotVerticesFactory& spot, const SkMatrix& matrix,
197*c8dee2aaSAndroid Build Coastguard Worker SkVector* translate) const {
198*c8dee2aaSAndroid Build Coastguard Worker return fSpotSet.find(spot, matrix, translate);
199*c8dee2aaSAndroid Build Coastguard Worker }
200*c8dee2aaSAndroid Build Coastguard Worker
add(const SkPath & devPath,const SpotVerticesFactory & spot,const SkMatrix & matrix,SkVector * translate)201*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> add(const SkPath& devPath, const SpotVerticesFactory& spot,
202*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix& matrix, SkVector* translate) {
203*c8dee2aaSAndroid Build Coastguard Worker return fSpotSet.add(devPath, spot, matrix, translate);
204*c8dee2aaSAndroid Build Coastguard Worker }
205*c8dee2aaSAndroid Build Coastguard Worker
206*c8dee2aaSAndroid Build Coastguard Worker private:
207*c8dee2aaSAndroid Build Coastguard Worker template <typename FACTORY, int MAX_ENTRIES>
208*c8dee2aaSAndroid Build Coastguard Worker class Set {
209*c8dee2aaSAndroid Build Coastguard Worker public:
size() const210*c8dee2aaSAndroid Build Coastguard Worker size_t size() const { return fSize; }
211*c8dee2aaSAndroid Build Coastguard Worker
find(const FACTORY & factory,const SkMatrix & matrix,SkVector * translate) const212*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> find(const FACTORY& factory, const SkMatrix& matrix,
213*c8dee2aaSAndroid Build Coastguard Worker SkVector* translate) const {
214*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < MAX_ENTRIES; ++i) {
215*c8dee2aaSAndroid Build Coastguard Worker if (fEntries[i].fFactory.isCompatible(factory, translate)) {
216*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix& m = fEntries[i].fMatrix;
217*c8dee2aaSAndroid Build Coastguard Worker if (matrix.hasPerspective() || m.hasPerspective()) {
218*c8dee2aaSAndroid Build Coastguard Worker if (matrix != fEntries[i].fMatrix) {
219*c8dee2aaSAndroid Build Coastguard Worker continue;
220*c8dee2aaSAndroid Build Coastguard Worker }
221*c8dee2aaSAndroid Build Coastguard Worker } else if (matrix.getScaleX() != m.getScaleX() ||
222*c8dee2aaSAndroid Build Coastguard Worker matrix.getSkewX() != m.getSkewX() ||
223*c8dee2aaSAndroid Build Coastguard Worker matrix.getScaleY() != m.getScaleY() ||
224*c8dee2aaSAndroid Build Coastguard Worker matrix.getSkewY() != m.getSkewY()) {
225*c8dee2aaSAndroid Build Coastguard Worker continue;
226*c8dee2aaSAndroid Build Coastguard Worker }
227*c8dee2aaSAndroid Build Coastguard Worker return fEntries[i].fVertices;
228*c8dee2aaSAndroid Build Coastguard Worker }
229*c8dee2aaSAndroid Build Coastguard Worker }
230*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
231*c8dee2aaSAndroid Build Coastguard Worker }
232*c8dee2aaSAndroid Build Coastguard Worker
add(const SkPath & path,const FACTORY & factory,const SkMatrix & matrix,SkVector * translate)233*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> add(const SkPath& path, const FACTORY& factory, const SkMatrix& matrix,
234*c8dee2aaSAndroid Build Coastguard Worker SkVector* translate) {
235*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> vertices = factory.makeVertices(path, matrix, translate);
236*c8dee2aaSAndroid Build Coastguard Worker if (!vertices) {
237*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
238*c8dee2aaSAndroid Build Coastguard Worker }
239*c8dee2aaSAndroid Build Coastguard Worker int i;
240*c8dee2aaSAndroid Build Coastguard Worker if (fCount < MAX_ENTRIES) {
241*c8dee2aaSAndroid Build Coastguard Worker i = fCount++;
242*c8dee2aaSAndroid Build Coastguard Worker } else {
243*c8dee2aaSAndroid Build Coastguard Worker i = fRandom.nextULessThan(MAX_ENTRIES);
244*c8dee2aaSAndroid Build Coastguard Worker fSize -= fEntries[i].fVertices->approximateSize();
245*c8dee2aaSAndroid Build Coastguard Worker }
246*c8dee2aaSAndroid Build Coastguard Worker fEntries[i].fFactory = factory;
247*c8dee2aaSAndroid Build Coastguard Worker fEntries[i].fVertices = vertices;
248*c8dee2aaSAndroid Build Coastguard Worker fEntries[i].fMatrix = matrix;
249*c8dee2aaSAndroid Build Coastguard Worker fSize += vertices->approximateSize();
250*c8dee2aaSAndroid Build Coastguard Worker return vertices;
251*c8dee2aaSAndroid Build Coastguard Worker }
252*c8dee2aaSAndroid Build Coastguard Worker
253*c8dee2aaSAndroid Build Coastguard Worker private:
254*c8dee2aaSAndroid Build Coastguard Worker struct Entry {
255*c8dee2aaSAndroid Build Coastguard Worker FACTORY fFactory;
256*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> fVertices;
257*c8dee2aaSAndroid Build Coastguard Worker SkMatrix fMatrix;
258*c8dee2aaSAndroid Build Coastguard Worker };
259*c8dee2aaSAndroid Build Coastguard Worker Entry fEntries[MAX_ENTRIES];
260*c8dee2aaSAndroid Build Coastguard Worker int fCount = 0;
261*c8dee2aaSAndroid Build Coastguard Worker size_t fSize = 0;
262*c8dee2aaSAndroid Build Coastguard Worker SkRandom fRandom;
263*c8dee2aaSAndroid Build Coastguard Worker };
264*c8dee2aaSAndroid Build Coastguard Worker
265*c8dee2aaSAndroid Build Coastguard Worker Set<AmbientVerticesFactory, 4> fAmbientSet;
266*c8dee2aaSAndroid Build Coastguard Worker Set<SpotVerticesFactory, 4> fSpotSet;
267*c8dee2aaSAndroid Build Coastguard Worker };
268*c8dee2aaSAndroid Build Coastguard Worker
269*c8dee2aaSAndroid Build Coastguard Worker /**
270*c8dee2aaSAndroid Build Coastguard Worker * A record of shadow vertices stored in SkResourceCache of CachedTessellations for a particular
271*c8dee2aaSAndroid Build Coastguard Worker * path. The key represents the path's geometry and not any shadow params.
272*c8dee2aaSAndroid Build Coastguard Worker */
273*c8dee2aaSAndroid Build Coastguard Worker class CachedTessellationsRec : public SkResourceCache::Rec {
274*c8dee2aaSAndroid Build Coastguard Worker public:
CachedTessellationsRec(const SkResourceCache::Key & key,sk_sp<CachedTessellations> tessellations)275*c8dee2aaSAndroid Build Coastguard Worker CachedTessellationsRec(const SkResourceCache::Key& key,
276*c8dee2aaSAndroid Build Coastguard Worker sk_sp<CachedTessellations> tessellations)
277*c8dee2aaSAndroid Build Coastguard Worker : fTessellations(std::move(tessellations)) {
278*c8dee2aaSAndroid Build Coastguard Worker fKey.reset(new uint8_t[key.size()]);
279*c8dee2aaSAndroid Build Coastguard Worker memcpy(fKey.get(), &key, key.size());
280*c8dee2aaSAndroid Build Coastguard Worker }
281*c8dee2aaSAndroid Build Coastguard Worker
getKey() const282*c8dee2aaSAndroid Build Coastguard Worker const Key& getKey() const override {
283*c8dee2aaSAndroid Build Coastguard Worker return *reinterpret_cast<SkResourceCache::Key*>(fKey.get());
284*c8dee2aaSAndroid Build Coastguard Worker }
285*c8dee2aaSAndroid Build Coastguard Worker
bytesUsed() const286*c8dee2aaSAndroid Build Coastguard Worker size_t bytesUsed() const override { return fTessellations->size(); }
287*c8dee2aaSAndroid Build Coastguard Worker
getCategory() const288*c8dee2aaSAndroid Build Coastguard Worker const char* getCategory() const override { return "tessellated shadow masks"; }
289*c8dee2aaSAndroid Build Coastguard Worker
refTessellations() const290*c8dee2aaSAndroid Build Coastguard Worker sk_sp<CachedTessellations> refTessellations() const { return fTessellations; }
291*c8dee2aaSAndroid Build Coastguard Worker
292*c8dee2aaSAndroid Build Coastguard Worker template <typename FACTORY>
find(const FACTORY & factory,const SkMatrix & matrix,SkVector * translate) const293*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> find(const FACTORY& factory, const SkMatrix& matrix,
294*c8dee2aaSAndroid Build Coastguard Worker SkVector* translate) const {
295*c8dee2aaSAndroid Build Coastguard Worker return fTessellations->find(factory, matrix, translate);
296*c8dee2aaSAndroid Build Coastguard Worker }
297*c8dee2aaSAndroid Build Coastguard Worker
298*c8dee2aaSAndroid Build Coastguard Worker private:
299*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<uint8_t[]> fKey;
300*c8dee2aaSAndroid Build Coastguard Worker sk_sp<CachedTessellations> fTessellations;
301*c8dee2aaSAndroid Build Coastguard Worker };
302*c8dee2aaSAndroid Build Coastguard Worker
303*c8dee2aaSAndroid Build Coastguard Worker /**
304*c8dee2aaSAndroid Build Coastguard Worker * Used by FindVisitor to determine whether a cache entry can be reused and if so returns the
305*c8dee2aaSAndroid Build Coastguard Worker * vertices and a translation vector. If the CachedTessellations does not contain a suitable
306*c8dee2aaSAndroid Build Coastguard Worker * mesh then we inform SkResourceCache to destroy the Rec and we return the CachedTessellations
307*c8dee2aaSAndroid Build Coastguard Worker * to the caller. The caller will update it and reinsert it back into the cache.
308*c8dee2aaSAndroid Build Coastguard Worker */
309*c8dee2aaSAndroid Build Coastguard Worker template <typename FACTORY>
310*c8dee2aaSAndroid Build Coastguard Worker struct FindContext {
FindContext__anonee488b7b0111::FindContext311*c8dee2aaSAndroid Build Coastguard Worker FindContext(const SkMatrix* viewMatrix, const FACTORY* factory)
312*c8dee2aaSAndroid Build Coastguard Worker : fViewMatrix(viewMatrix), fFactory(factory) {}
313*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix* const fViewMatrix;
314*c8dee2aaSAndroid Build Coastguard Worker // If this is valid after Find is called then we found the vertices and they should be drawn
315*c8dee2aaSAndroid Build Coastguard Worker // with fTranslate applied.
316*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> fVertices;
317*c8dee2aaSAndroid Build Coastguard Worker SkVector fTranslate = {0, 0};
318*c8dee2aaSAndroid Build Coastguard Worker
319*c8dee2aaSAndroid Build Coastguard Worker // If this is valid after Find then the caller should add the vertices to the tessellation set
320*c8dee2aaSAndroid Build Coastguard Worker // and create a new CachedTessellationsRec and insert it into SkResourceCache.
321*c8dee2aaSAndroid Build Coastguard Worker sk_sp<CachedTessellations> fTessellationsOnFailure;
322*c8dee2aaSAndroid Build Coastguard Worker
323*c8dee2aaSAndroid Build Coastguard Worker const FACTORY* fFactory;
324*c8dee2aaSAndroid Build Coastguard Worker };
325*c8dee2aaSAndroid Build Coastguard Worker
326*c8dee2aaSAndroid Build Coastguard Worker /**
327*c8dee2aaSAndroid Build Coastguard Worker * Function called by SkResourceCache when a matching cache key is found. The FACTORY and matrix of
328*c8dee2aaSAndroid Build Coastguard Worker * the FindContext are used to determine if the vertices are reusable. If so the vertices and
329*c8dee2aaSAndroid Build Coastguard Worker * necessary translation vector are set on the FindContext.
330*c8dee2aaSAndroid Build Coastguard Worker */
331*c8dee2aaSAndroid Build Coastguard Worker template <typename FACTORY>
FindVisitor(const SkResourceCache::Rec & baseRec,void * ctx)332*c8dee2aaSAndroid Build Coastguard Worker bool FindVisitor(const SkResourceCache::Rec& baseRec, void* ctx) {
333*c8dee2aaSAndroid Build Coastguard Worker FindContext<FACTORY>* findContext = (FindContext<FACTORY>*)ctx;
334*c8dee2aaSAndroid Build Coastguard Worker const CachedTessellationsRec& rec = static_cast<const CachedTessellationsRec&>(baseRec);
335*c8dee2aaSAndroid Build Coastguard Worker findContext->fVertices =
336*c8dee2aaSAndroid Build Coastguard Worker rec.find(*findContext->fFactory, *findContext->fViewMatrix, &findContext->fTranslate);
337*c8dee2aaSAndroid Build Coastguard Worker if (findContext->fVertices) {
338*c8dee2aaSAndroid Build Coastguard Worker return true;
339*c8dee2aaSAndroid Build Coastguard Worker }
340*c8dee2aaSAndroid Build Coastguard Worker // We ref the tessellations and let the cache destroy the Rec. Once the tessellations have been
341*c8dee2aaSAndroid Build Coastguard Worker // manipulated we will add a new Rec.
342*c8dee2aaSAndroid Build Coastguard Worker findContext->fTessellationsOnFailure = rec.refTessellations();
343*c8dee2aaSAndroid Build Coastguard Worker return false;
344*c8dee2aaSAndroid Build Coastguard Worker }
345*c8dee2aaSAndroid Build Coastguard Worker
346*c8dee2aaSAndroid Build Coastguard Worker class ShadowedPath {
347*c8dee2aaSAndroid Build Coastguard Worker public:
ShadowedPath(const SkPath * path,const SkMatrix * viewMatrix)348*c8dee2aaSAndroid Build Coastguard Worker ShadowedPath(const SkPath* path, const SkMatrix* viewMatrix)
349*c8dee2aaSAndroid Build Coastguard Worker : fPath(path)
350*c8dee2aaSAndroid Build Coastguard Worker , fViewMatrix(viewMatrix)
351*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GANESH)
352*c8dee2aaSAndroid Build Coastguard Worker , fShapeForKey(*path, GrStyle::SimpleFill())
353*c8dee2aaSAndroid Build Coastguard Worker #endif
354*c8dee2aaSAndroid Build Coastguard Worker {}
355*c8dee2aaSAndroid Build Coastguard Worker
path() const356*c8dee2aaSAndroid Build Coastguard Worker const SkPath& path() const { return *fPath; }
viewMatrix() const357*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix& viewMatrix() const { return *fViewMatrix; }
358*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GANESH)
359*c8dee2aaSAndroid Build Coastguard Worker /** Negative means the vertices should not be cached for this path. */
keyBytes() const360*c8dee2aaSAndroid Build Coastguard Worker int keyBytes() const { return fShapeForKey.unstyledKeySize() * sizeof(uint32_t); }
writeKey(void * key) const361*c8dee2aaSAndroid Build Coastguard Worker void writeKey(void* key) const {
362*c8dee2aaSAndroid Build Coastguard Worker fShapeForKey.writeUnstyledKey(reinterpret_cast<uint32_t*>(key));
363*c8dee2aaSAndroid Build Coastguard Worker }
isRRect(SkRRect * rrect)364*c8dee2aaSAndroid Build Coastguard Worker bool isRRect(SkRRect* rrect) { return fShapeForKey.asRRect(rrect, nullptr); }
365*c8dee2aaSAndroid Build Coastguard Worker #else
keyBytes() const366*c8dee2aaSAndroid Build Coastguard Worker int keyBytes() const { return -1; }
writeKey(void * key) const367*c8dee2aaSAndroid Build Coastguard Worker void writeKey(void* key) const { SK_ABORT("Should never be called"); }
isRRect(SkRRect * rrect)368*c8dee2aaSAndroid Build Coastguard Worker bool isRRect(SkRRect* rrect) { return false; }
369*c8dee2aaSAndroid Build Coastguard Worker #endif
370*c8dee2aaSAndroid Build Coastguard Worker
371*c8dee2aaSAndroid Build Coastguard Worker private:
372*c8dee2aaSAndroid Build Coastguard Worker const SkPath* fPath;
373*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix* fViewMatrix;
374*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GANESH)
375*c8dee2aaSAndroid Build Coastguard Worker GrStyledShape fShapeForKey;
376*c8dee2aaSAndroid Build Coastguard Worker #endif
377*c8dee2aaSAndroid Build Coastguard Worker };
378*c8dee2aaSAndroid Build Coastguard Worker
379*c8dee2aaSAndroid Build Coastguard Worker // This creates a domain of keys in SkResourceCache used by this file.
380*c8dee2aaSAndroid Build Coastguard Worker static void* kNamespace;
381*c8dee2aaSAndroid Build Coastguard Worker
382*c8dee2aaSAndroid Build Coastguard Worker // When the SkPathRef genID changes, invalidate a corresponding GrResource described by key.
383*c8dee2aaSAndroid Build Coastguard Worker class ShadowInvalidator : public SkIDChangeListener {
384*c8dee2aaSAndroid Build Coastguard Worker public:
ShadowInvalidator(const SkResourceCache::Key & key)385*c8dee2aaSAndroid Build Coastguard Worker ShadowInvalidator(const SkResourceCache::Key& key) {
386*c8dee2aaSAndroid Build Coastguard Worker fKey.reset(new uint8_t[key.size()]);
387*c8dee2aaSAndroid Build Coastguard Worker memcpy(fKey.get(), &key, key.size());
388*c8dee2aaSAndroid Build Coastguard Worker }
389*c8dee2aaSAndroid Build Coastguard Worker
390*c8dee2aaSAndroid Build Coastguard Worker private:
getKey() const391*c8dee2aaSAndroid Build Coastguard Worker const SkResourceCache::Key& getKey() const {
392*c8dee2aaSAndroid Build Coastguard Worker return *reinterpret_cast<SkResourceCache::Key*>(fKey.get());
393*c8dee2aaSAndroid Build Coastguard Worker }
394*c8dee2aaSAndroid Build Coastguard Worker
395*c8dee2aaSAndroid Build Coastguard Worker // always purge
FindVisitor(const SkResourceCache::Rec &,void *)396*c8dee2aaSAndroid Build Coastguard Worker static bool FindVisitor(const SkResourceCache::Rec&, void*) {
397*c8dee2aaSAndroid Build Coastguard Worker return false;
398*c8dee2aaSAndroid Build Coastguard Worker }
399*c8dee2aaSAndroid Build Coastguard Worker
changed()400*c8dee2aaSAndroid Build Coastguard Worker void changed() override {
401*c8dee2aaSAndroid Build Coastguard Worker SkResourceCache::Find(this->getKey(), ShadowInvalidator::FindVisitor, nullptr);
402*c8dee2aaSAndroid Build Coastguard Worker }
403*c8dee2aaSAndroid Build Coastguard Worker
404*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<uint8_t[]> fKey;
405*c8dee2aaSAndroid Build Coastguard Worker };
406*c8dee2aaSAndroid Build Coastguard Worker
407*c8dee2aaSAndroid Build Coastguard Worker /**
408*c8dee2aaSAndroid Build Coastguard Worker * Draws a shadow to 'canvas'. The vertices used to draw the shadow are created by 'factory' unless
409*c8dee2aaSAndroid Build Coastguard Worker * they are first found in SkResourceCache.
410*c8dee2aaSAndroid Build Coastguard Worker */
411*c8dee2aaSAndroid Build Coastguard Worker template <typename FACTORY>
draw_shadow(const FACTORY & factory,std::function<void (const SkVertices *,SkBlendMode,const SkPaint &,SkScalar tx,SkScalar ty,bool)> drawProc,ShadowedPath & path,SkColor color)412*c8dee2aaSAndroid Build Coastguard Worker bool draw_shadow(const FACTORY& factory,
413*c8dee2aaSAndroid Build Coastguard Worker std::function<void(const SkVertices*, SkBlendMode, const SkPaint&,
414*c8dee2aaSAndroid Build Coastguard Worker SkScalar tx, SkScalar ty, bool)> drawProc, ShadowedPath& path, SkColor color) {
415*c8dee2aaSAndroid Build Coastguard Worker FindContext<FACTORY> context(&path.viewMatrix(), &factory);
416*c8dee2aaSAndroid Build Coastguard Worker
417*c8dee2aaSAndroid Build Coastguard Worker SkResourceCache::Key* key = nullptr;
418*c8dee2aaSAndroid Build Coastguard Worker constexpr int kMinBytes = 128;
419*c8dee2aaSAndroid Build Coastguard Worker // We need to make this array be of the cache's Key so the memory we create the Key in
420*c8dee2aaSAndroid Build Coastguard Worker // is properly aligned.
421*c8dee2aaSAndroid Build Coastguard Worker AutoSTArray<kMinBytes / sizeof(SkResourceCache::Key), SkResourceCache::Key> keyStorage;
422*c8dee2aaSAndroid Build Coastguard Worker int keyDataBytes = path.keyBytes();
423*c8dee2aaSAndroid Build Coastguard Worker if (keyDataBytes >= 0) {
424*c8dee2aaSAndroid Build Coastguard Worker // Store the key...
425*c8dee2aaSAndroid Build Coastguard Worker keyStorage.reset(keyDataBytes + sizeof(SkResourceCache::Key));
426*c8dee2aaSAndroid Build Coastguard Worker key = new (keyStorage.begin()) SkResourceCache::Key();
427*c8dee2aaSAndroid Build Coastguard Worker // ... followed by the bytes from path.
428*c8dee2aaSAndroid Build Coastguard Worker path.writeKey((uint32_t*)(((uint8_t*)keyStorage.begin()) + sizeof(SkResourceCache::Key)));
429*c8dee2aaSAndroid Build Coastguard Worker key->init(&kNamespace, resource_cache_shared_id(), keyDataBytes);
430*c8dee2aaSAndroid Build Coastguard Worker SkResourceCache::Find(*key, FindVisitor<FACTORY>, &context);
431*c8dee2aaSAndroid Build Coastguard Worker }
432*c8dee2aaSAndroid Build Coastguard Worker
433*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> vertices;
434*c8dee2aaSAndroid Build Coastguard Worker bool foundInCache = SkToBool(context.fVertices);
435*c8dee2aaSAndroid Build Coastguard Worker if (foundInCache) {
436*c8dee2aaSAndroid Build Coastguard Worker vertices = std::move(context.fVertices);
437*c8dee2aaSAndroid Build Coastguard Worker } else {
438*c8dee2aaSAndroid Build Coastguard Worker // TODO: handle transforming the path as part of the tessellator
439*c8dee2aaSAndroid Build Coastguard Worker if (key) {
440*c8dee2aaSAndroid Build Coastguard Worker // Update or initialize a tessellation set and add it to the cache.
441*c8dee2aaSAndroid Build Coastguard Worker sk_sp<CachedTessellations> tessellations;
442*c8dee2aaSAndroid Build Coastguard Worker if (context.fTessellationsOnFailure) {
443*c8dee2aaSAndroid Build Coastguard Worker tessellations = std::move(context.fTessellationsOnFailure);
444*c8dee2aaSAndroid Build Coastguard Worker } else {
445*c8dee2aaSAndroid Build Coastguard Worker tessellations.reset(new CachedTessellations());
446*c8dee2aaSAndroid Build Coastguard Worker }
447*c8dee2aaSAndroid Build Coastguard Worker vertices = tessellations->add(path.path(), factory, path.viewMatrix(),
448*c8dee2aaSAndroid Build Coastguard Worker &context.fTranslate);
449*c8dee2aaSAndroid Build Coastguard Worker if (!vertices) {
450*c8dee2aaSAndroid Build Coastguard Worker return false;
451*c8dee2aaSAndroid Build Coastguard Worker }
452*c8dee2aaSAndroid Build Coastguard Worker auto rec = new CachedTessellationsRec(*key, std::move(tessellations));
453*c8dee2aaSAndroid Build Coastguard Worker SkPathPriv::AddGenIDChangeListener(path.path(), sk_make_sp<ShadowInvalidator>(*key));
454*c8dee2aaSAndroid Build Coastguard Worker SkResourceCache::Add(rec);
455*c8dee2aaSAndroid Build Coastguard Worker } else {
456*c8dee2aaSAndroid Build Coastguard Worker vertices = factory.makeVertices(path.path(), path.viewMatrix(),
457*c8dee2aaSAndroid Build Coastguard Worker &context.fTranslate);
458*c8dee2aaSAndroid Build Coastguard Worker if (!vertices) {
459*c8dee2aaSAndroid Build Coastguard Worker return false;
460*c8dee2aaSAndroid Build Coastguard Worker }
461*c8dee2aaSAndroid Build Coastguard Worker }
462*c8dee2aaSAndroid Build Coastguard Worker }
463*c8dee2aaSAndroid Build Coastguard Worker
464*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
465*c8dee2aaSAndroid Build Coastguard Worker // Run the vertex color through a GaussianColorFilter and then modulate the grayscale result of
466*c8dee2aaSAndroid Build Coastguard Worker // that against our 'color' param.
467*c8dee2aaSAndroid Build Coastguard Worker paint.setColorFilter(
468*c8dee2aaSAndroid Build Coastguard Worker SkColorFilters::Blend(color, SkBlendMode::kModulate)->makeComposed(
469*c8dee2aaSAndroid Build Coastguard Worker SkColorFilterPriv::MakeGaussian()));
470*c8dee2aaSAndroid Build Coastguard Worker
471*c8dee2aaSAndroid Build Coastguard Worker drawProc(vertices.get(), SkBlendMode::kModulate, paint,
472*c8dee2aaSAndroid Build Coastguard Worker context.fTranslate.fX, context.fTranslate.fY, path.viewMatrix().hasPerspective());
473*c8dee2aaSAndroid Build Coastguard Worker
474*c8dee2aaSAndroid Build Coastguard Worker return true;
475*c8dee2aaSAndroid Build Coastguard Worker }
476*c8dee2aaSAndroid Build Coastguard Worker } // namespace
477*c8dee2aaSAndroid Build Coastguard Worker
tilted(const SkPoint3 & zPlaneParams)478*c8dee2aaSAndroid Build Coastguard Worker static bool tilted(const SkPoint3& zPlaneParams) {
479*c8dee2aaSAndroid Build Coastguard Worker return !SkScalarNearlyZero(zPlaneParams.fX) || !SkScalarNearlyZero(zPlaneParams.fY);
480*c8dee2aaSAndroid Build Coastguard Worker }
481*c8dee2aaSAndroid Build Coastguard Worker #endif // SK_ENABLE_OPTIMIZE_SIZE
482*c8dee2aaSAndroid Build Coastguard Worker
ComputeTonalColors(SkColor inAmbientColor,SkColor inSpotColor,SkColor * outAmbientColor,SkColor * outSpotColor)483*c8dee2aaSAndroid Build Coastguard Worker void SkShadowUtils::ComputeTonalColors(SkColor inAmbientColor, SkColor inSpotColor,
484*c8dee2aaSAndroid Build Coastguard Worker SkColor* outAmbientColor, SkColor* outSpotColor) {
485*c8dee2aaSAndroid Build Coastguard Worker // For tonal color we only compute color values for the spot shadow.
486*c8dee2aaSAndroid Build Coastguard Worker // The ambient shadow is greyscale only.
487*c8dee2aaSAndroid Build Coastguard Worker
488*c8dee2aaSAndroid Build Coastguard Worker // Ambient
489*c8dee2aaSAndroid Build Coastguard Worker *outAmbientColor = SkColorSetARGB(SkColorGetA(inAmbientColor), 0, 0, 0);
490*c8dee2aaSAndroid Build Coastguard Worker
491*c8dee2aaSAndroid Build Coastguard Worker // Spot
492*c8dee2aaSAndroid Build Coastguard Worker int spotR = SkColorGetR(inSpotColor);
493*c8dee2aaSAndroid Build Coastguard Worker int spotG = SkColorGetG(inSpotColor);
494*c8dee2aaSAndroid Build Coastguard Worker int spotB = SkColorGetB(inSpotColor);
495*c8dee2aaSAndroid Build Coastguard Worker int max = std::max(std::max(spotR, spotG), spotB);
496*c8dee2aaSAndroid Build Coastguard Worker int min = std::min(std::min(spotR, spotG), spotB);
497*c8dee2aaSAndroid Build Coastguard Worker SkScalar luminance = 0.5f*(max + min)/255.f;
498*c8dee2aaSAndroid Build Coastguard Worker SkScalar origA = SkColorGetA(inSpotColor)/255.f;
499*c8dee2aaSAndroid Build Coastguard Worker
500*c8dee2aaSAndroid Build Coastguard Worker // We compute a color alpha value based on the luminance of the color, scaled by an
501*c8dee2aaSAndroid Build Coastguard Worker // adjusted alpha value. We want the following properties to match the UX examples
502*c8dee2aaSAndroid Build Coastguard Worker // (assuming a = 0.25) and to ensure that we have reasonable results when the color
503*c8dee2aaSAndroid Build Coastguard Worker // is black and/or the alpha is 0:
504*c8dee2aaSAndroid Build Coastguard Worker // f(0, a) = 0
505*c8dee2aaSAndroid Build Coastguard Worker // f(luminance, 0) = 0
506*c8dee2aaSAndroid Build Coastguard Worker // f(1, 0.25) = .5
507*c8dee2aaSAndroid Build Coastguard Worker // f(0.5, 0.25) = .4
508*c8dee2aaSAndroid Build Coastguard Worker // f(1, 1) = 1
509*c8dee2aaSAndroid Build Coastguard Worker // The following functions match this as closely as possible.
510*c8dee2aaSAndroid Build Coastguard Worker SkScalar alphaAdjust = (2.6f + (-2.66667f + 1.06667f*origA)*origA)*origA;
511*c8dee2aaSAndroid Build Coastguard Worker SkScalar colorAlpha = (3.544762f + (-4.891428f + 2.3466f*luminance)*luminance)*luminance;
512*c8dee2aaSAndroid Build Coastguard Worker colorAlpha = SkTPin(alphaAdjust*colorAlpha, 0.0f, 1.0f);
513*c8dee2aaSAndroid Build Coastguard Worker
514*c8dee2aaSAndroid Build Coastguard Worker // Similarly, we set the greyscale alpha based on luminance and alpha so that
515*c8dee2aaSAndroid Build Coastguard Worker // f(0, a) = a
516*c8dee2aaSAndroid Build Coastguard Worker // f(luminance, 0) = 0
517*c8dee2aaSAndroid Build Coastguard Worker // f(1, 0.25) = 0.15
518*c8dee2aaSAndroid Build Coastguard Worker SkScalar greyscaleAlpha = SkTPin(origA*(1 - 0.4f*luminance), 0.0f, 1.0f);
519*c8dee2aaSAndroid Build Coastguard Worker
520*c8dee2aaSAndroid Build Coastguard Worker // The final color we want to emulate is generated by rendering a color shadow (C_rgb) using an
521*c8dee2aaSAndroid Build Coastguard Worker // alpha computed from the color's luminance (C_a), and then a black shadow with alpha (S_a)
522*c8dee2aaSAndroid Build Coastguard Worker // which is an adjusted value of 'a'. Assuming SrcOver, a background color of B_rgb, and
523*c8dee2aaSAndroid Build Coastguard Worker // ignoring edge falloff, this becomes
524*c8dee2aaSAndroid Build Coastguard Worker //
525*c8dee2aaSAndroid Build Coastguard Worker // (C_a - S_a*C_a)*C_rgb + (1 - (S_a + C_a - S_a*C_a))*B_rgb
526*c8dee2aaSAndroid Build Coastguard Worker //
527*c8dee2aaSAndroid Build Coastguard Worker // Assuming premultiplied alpha, this means we scale the color by (C_a - S_a*C_a) and
528*c8dee2aaSAndroid Build Coastguard Worker // set the alpha to (S_a + C_a - S_a*C_a).
529*c8dee2aaSAndroid Build Coastguard Worker SkScalar colorScale = colorAlpha*(SK_Scalar1 - greyscaleAlpha);
530*c8dee2aaSAndroid Build Coastguard Worker SkScalar tonalAlpha = colorScale + greyscaleAlpha;
531*c8dee2aaSAndroid Build Coastguard Worker SkScalar unPremulScale = colorScale / tonalAlpha;
532*c8dee2aaSAndroid Build Coastguard Worker *outSpotColor = SkColorSetARGB(tonalAlpha*255.999f,
533*c8dee2aaSAndroid Build Coastguard Worker unPremulScale*spotR,
534*c8dee2aaSAndroid Build Coastguard Worker unPremulScale*spotG,
535*c8dee2aaSAndroid Build Coastguard Worker unPremulScale*spotB);
536*c8dee2aaSAndroid Build Coastguard Worker }
537*c8dee2aaSAndroid Build Coastguard Worker
fill_shadow_rec(const SkPath & path,const SkPoint3 & zPlaneParams,const SkPoint3 & lightPos,SkScalar lightRadius,SkColor ambientColor,SkColor spotColor,uint32_t flags,const SkMatrix & ctm,SkDrawShadowRec * rec)538*c8dee2aaSAndroid Build Coastguard Worker static bool fill_shadow_rec(const SkPath& path, const SkPoint3& zPlaneParams,
539*c8dee2aaSAndroid Build Coastguard Worker const SkPoint3& lightPos, SkScalar lightRadius,
540*c8dee2aaSAndroid Build Coastguard Worker SkColor ambientColor, SkColor spotColor,
541*c8dee2aaSAndroid Build Coastguard Worker uint32_t flags, const SkMatrix& ctm, SkDrawShadowRec* rec) {
542*c8dee2aaSAndroid Build Coastguard Worker SkPoint pt = { lightPos.fX, lightPos.fY };
543*c8dee2aaSAndroid Build Coastguard Worker if (!SkToBool(flags & kDirectionalLight_ShadowFlag)) {
544*c8dee2aaSAndroid Build Coastguard Worker // If light position is in device space, need to transform to local space
545*c8dee2aaSAndroid Build Coastguard Worker // before applying to SkCanvas.
546*c8dee2aaSAndroid Build Coastguard Worker SkMatrix inverse;
547*c8dee2aaSAndroid Build Coastguard Worker if (!ctm.invert(&inverse)) {
548*c8dee2aaSAndroid Build Coastguard Worker return false;
549*c8dee2aaSAndroid Build Coastguard Worker }
550*c8dee2aaSAndroid Build Coastguard Worker inverse.mapPoints(&pt, 1);
551*c8dee2aaSAndroid Build Coastguard Worker }
552*c8dee2aaSAndroid Build Coastguard Worker
553*c8dee2aaSAndroid Build Coastguard Worker rec->fZPlaneParams = zPlaneParams;
554*c8dee2aaSAndroid Build Coastguard Worker rec->fLightPos = { pt.fX, pt.fY, lightPos.fZ };
555*c8dee2aaSAndroid Build Coastguard Worker rec->fLightRadius = lightRadius;
556*c8dee2aaSAndroid Build Coastguard Worker rec->fAmbientColor = ambientColor;
557*c8dee2aaSAndroid Build Coastguard Worker rec->fSpotColor = spotColor;
558*c8dee2aaSAndroid Build Coastguard Worker rec->fFlags = flags;
559*c8dee2aaSAndroid Build Coastguard Worker
560*c8dee2aaSAndroid Build Coastguard Worker return true;
561*c8dee2aaSAndroid Build Coastguard Worker }
562*c8dee2aaSAndroid Build Coastguard Worker
563*c8dee2aaSAndroid Build Coastguard Worker // Draw an offset spot shadow and outlining ambient shadow for the given path.
DrawShadow(SkCanvas * canvas,const SkPath & path,const SkPoint3 & zPlaneParams,const SkPoint3 & lightPos,SkScalar lightRadius,SkColor ambientColor,SkColor spotColor,uint32_t flags)564*c8dee2aaSAndroid Build Coastguard Worker void SkShadowUtils::DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams,
565*c8dee2aaSAndroid Build Coastguard Worker const SkPoint3& lightPos, SkScalar lightRadius,
566*c8dee2aaSAndroid Build Coastguard Worker SkColor ambientColor, SkColor spotColor,
567*c8dee2aaSAndroid Build Coastguard Worker uint32_t flags) {
568*c8dee2aaSAndroid Build Coastguard Worker SkDrawShadowRec rec;
569*c8dee2aaSAndroid Build Coastguard Worker if (!fill_shadow_rec(path, zPlaneParams, lightPos, lightRadius, ambientColor, spotColor,
570*c8dee2aaSAndroid Build Coastguard Worker flags, canvas->getTotalMatrix(), &rec)) {
571*c8dee2aaSAndroid Build Coastguard Worker return;
572*c8dee2aaSAndroid Build Coastguard Worker }
573*c8dee2aaSAndroid Build Coastguard Worker
574*c8dee2aaSAndroid Build Coastguard Worker canvas->private_draw_shadow_rec(path, rec);
575*c8dee2aaSAndroid Build Coastguard Worker }
576*c8dee2aaSAndroid Build Coastguard Worker
GetLocalBounds(const SkMatrix & ctm,const SkPath & path,const SkPoint3 & zPlaneParams,const SkPoint3 & lightPos,SkScalar lightRadius,uint32_t flags,SkRect * bounds)577*c8dee2aaSAndroid Build Coastguard Worker bool SkShadowUtils::GetLocalBounds(const SkMatrix& ctm, const SkPath& path,
578*c8dee2aaSAndroid Build Coastguard Worker const SkPoint3& zPlaneParams, const SkPoint3& lightPos,
579*c8dee2aaSAndroid Build Coastguard Worker SkScalar lightRadius, uint32_t flags, SkRect* bounds) {
580*c8dee2aaSAndroid Build Coastguard Worker SkDrawShadowRec rec;
581*c8dee2aaSAndroid Build Coastguard Worker if (!fill_shadow_rec(path, zPlaneParams, lightPos, lightRadius, SK_ColorBLACK, SK_ColorBLACK,
582*c8dee2aaSAndroid Build Coastguard Worker flags, ctm, &rec)) {
583*c8dee2aaSAndroid Build Coastguard Worker return false;
584*c8dee2aaSAndroid Build Coastguard Worker }
585*c8dee2aaSAndroid Build Coastguard Worker
586*c8dee2aaSAndroid Build Coastguard Worker SkDrawShadowMetrics::GetLocalBounds(path, rec, ctm, bounds);
587*c8dee2aaSAndroid Build Coastguard Worker
588*c8dee2aaSAndroid Build Coastguard Worker return true;
589*c8dee2aaSAndroid Build Coastguard Worker }
590*c8dee2aaSAndroid Build Coastguard Worker
591*c8dee2aaSAndroid Build Coastguard Worker //////////////////////////////////////////////////////////////////////////////////////////////
592*c8dee2aaSAndroid Build Coastguard Worker
validate_rec(const SkDrawShadowRec & rec)593*c8dee2aaSAndroid Build Coastguard Worker static bool validate_rec(const SkDrawShadowRec& rec) {
594*c8dee2aaSAndroid Build Coastguard Worker return rec.fLightPos.isFinite() && rec.fZPlaneParams.isFinite() &&
595*c8dee2aaSAndroid Build Coastguard Worker SkIsFinite(rec.fLightRadius);
596*c8dee2aaSAndroid Build Coastguard Worker }
597*c8dee2aaSAndroid Build Coastguard Worker
drawShadow(const SkPath & path,const SkDrawShadowRec & rec)598*c8dee2aaSAndroid Build Coastguard Worker void SkDevice::drawShadow(const SkPath& path, const SkDrawShadowRec& rec) {
599*c8dee2aaSAndroid Build Coastguard Worker if (!validate_rec(rec)) {
600*c8dee2aaSAndroid Build Coastguard Worker return;
601*c8dee2aaSAndroid Build Coastguard Worker }
602*c8dee2aaSAndroid Build Coastguard Worker
603*c8dee2aaSAndroid Build Coastguard Worker SkMatrix viewMatrix = this->localToDevice();
604*c8dee2aaSAndroid Build Coastguard Worker SkAutoDeviceTransformRestore adr(this, SkMatrix::I());
605*c8dee2aaSAndroid Build Coastguard Worker
606*c8dee2aaSAndroid Build Coastguard Worker #if !defined(SK_ENABLE_OPTIMIZE_SIZE)
607*c8dee2aaSAndroid Build Coastguard Worker auto drawVertsProc = [this](const SkVertices* vertices, SkBlendMode mode, const SkPaint& paint,
608*c8dee2aaSAndroid Build Coastguard Worker SkScalar tx, SkScalar ty, bool hasPerspective) {
609*c8dee2aaSAndroid Build Coastguard Worker if (vertices->priv().vertexCount()) {
610*c8dee2aaSAndroid Build Coastguard Worker // For perspective shadows we've already computed the shadow in world space,
611*c8dee2aaSAndroid Build Coastguard Worker // and we can't translate it without changing it. Otherwise we concat the
612*c8dee2aaSAndroid Build Coastguard Worker // change in translation from the cached version.
613*c8dee2aaSAndroid Build Coastguard Worker SkAutoDeviceTransformRestore adr(
614*c8dee2aaSAndroid Build Coastguard Worker this,
615*c8dee2aaSAndroid Build Coastguard Worker hasPerspective ? SkMatrix::I()
616*c8dee2aaSAndroid Build Coastguard Worker : this->localToDevice() * SkMatrix::Translate(tx, ty));
617*c8dee2aaSAndroid Build Coastguard Worker // The vertex colors for a tesselated shadow polygon are always either opaque black
618*c8dee2aaSAndroid Build Coastguard Worker // or transparent and their real contribution to the final blended color is via
619*c8dee2aaSAndroid Build Coastguard Worker // their alpha. We can skip expensive per-vertex color conversion for this.
620*c8dee2aaSAndroid Build Coastguard Worker this->drawVertices(vertices, SkBlender::Mode(mode), paint, /*skipColorXform=*/true);
621*c8dee2aaSAndroid Build Coastguard Worker }
622*c8dee2aaSAndroid Build Coastguard Worker };
623*c8dee2aaSAndroid Build Coastguard Worker
624*c8dee2aaSAndroid Build Coastguard Worker ShadowedPath shadowedPath(&path, &viewMatrix);
625*c8dee2aaSAndroid Build Coastguard Worker
626*c8dee2aaSAndroid Build Coastguard Worker bool tiltZPlane = tilted(rec.fZPlaneParams);
627*c8dee2aaSAndroid Build Coastguard Worker bool transparent = SkToBool(rec.fFlags & SkShadowFlags::kTransparentOccluder_ShadowFlag);
628*c8dee2aaSAndroid Build Coastguard Worker bool useBlur = SkToBool(rec.fFlags & SkShadowFlags::kConcaveBlurOnly_ShadowFlag) &&
629*c8dee2aaSAndroid Build Coastguard Worker !path.isConvex();
630*c8dee2aaSAndroid Build Coastguard Worker bool uncached = tiltZPlane || path.isVolatile();
631*c8dee2aaSAndroid Build Coastguard Worker #endif
632*c8dee2aaSAndroid Build Coastguard Worker bool directional = SkToBool(rec.fFlags & SkShadowFlags::kDirectionalLight_ShadowFlag);
633*c8dee2aaSAndroid Build Coastguard Worker
634*c8dee2aaSAndroid Build Coastguard Worker SkPoint3 zPlaneParams = rec.fZPlaneParams;
635*c8dee2aaSAndroid Build Coastguard Worker SkPoint3 devLightPos = rec.fLightPos;
636*c8dee2aaSAndroid Build Coastguard Worker if (!directional) {
637*c8dee2aaSAndroid Build Coastguard Worker viewMatrix.mapPoints((SkPoint*)&devLightPos.fX, 1);
638*c8dee2aaSAndroid Build Coastguard Worker }
639*c8dee2aaSAndroid Build Coastguard Worker float lightRadius = rec.fLightRadius;
640*c8dee2aaSAndroid Build Coastguard Worker
641*c8dee2aaSAndroid Build Coastguard Worker if (SkColorGetA(rec.fAmbientColor) > 0) {
642*c8dee2aaSAndroid Build Coastguard Worker bool success = false;
643*c8dee2aaSAndroid Build Coastguard Worker #if !defined(SK_ENABLE_OPTIMIZE_SIZE)
644*c8dee2aaSAndroid Build Coastguard Worker if (uncached && !useBlur) {
645*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> vertices = SkShadowTessellator::MakeAmbient(path, viewMatrix,
646*c8dee2aaSAndroid Build Coastguard Worker zPlaneParams,
647*c8dee2aaSAndroid Build Coastguard Worker transparent);
648*c8dee2aaSAndroid Build Coastguard Worker if (vertices) {
649*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
650*c8dee2aaSAndroid Build Coastguard Worker // Run the vertex color through a GaussianColorFilter and then modulate the
651*c8dee2aaSAndroid Build Coastguard Worker // grayscale result of that against our 'color' param.
652*c8dee2aaSAndroid Build Coastguard Worker paint.setColorFilter(
653*c8dee2aaSAndroid Build Coastguard Worker SkColorFilters::Blend(rec.fAmbientColor,
654*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kModulate)->makeComposed(
655*c8dee2aaSAndroid Build Coastguard Worker SkColorFilterPriv::MakeGaussian()));
656*c8dee2aaSAndroid Build Coastguard Worker // The vertex colors for a tesselated shadow polygon are always either opaque black
657*c8dee2aaSAndroid Build Coastguard Worker // or transparent and their real contribution to the final blended color is via
658*c8dee2aaSAndroid Build Coastguard Worker // their alpha. We can skip expensive per-vertex color conversion for this.
659*c8dee2aaSAndroid Build Coastguard Worker this->drawVertices(vertices.get(),
660*c8dee2aaSAndroid Build Coastguard Worker SkBlender::Mode(SkBlendMode::kModulate),
661*c8dee2aaSAndroid Build Coastguard Worker paint,
662*c8dee2aaSAndroid Build Coastguard Worker /*skipColorXform=*/true);
663*c8dee2aaSAndroid Build Coastguard Worker success = true;
664*c8dee2aaSAndroid Build Coastguard Worker }
665*c8dee2aaSAndroid Build Coastguard Worker }
666*c8dee2aaSAndroid Build Coastguard Worker
667*c8dee2aaSAndroid Build Coastguard Worker if (!success && !useBlur) {
668*c8dee2aaSAndroid Build Coastguard Worker AmbientVerticesFactory factory;
669*c8dee2aaSAndroid Build Coastguard Worker factory.fOccluderHeight = zPlaneParams.fZ;
670*c8dee2aaSAndroid Build Coastguard Worker factory.fTransparent = transparent;
671*c8dee2aaSAndroid Build Coastguard Worker if (viewMatrix.hasPerspective()) {
672*c8dee2aaSAndroid Build Coastguard Worker factory.fOffset.set(0, 0);
673*c8dee2aaSAndroid Build Coastguard Worker } else {
674*c8dee2aaSAndroid Build Coastguard Worker factory.fOffset.fX = viewMatrix.getTranslateX();
675*c8dee2aaSAndroid Build Coastguard Worker factory.fOffset.fY = viewMatrix.getTranslateY();
676*c8dee2aaSAndroid Build Coastguard Worker }
677*c8dee2aaSAndroid Build Coastguard Worker
678*c8dee2aaSAndroid Build Coastguard Worker success = draw_shadow(factory, drawVertsProc, shadowedPath, rec.fAmbientColor);
679*c8dee2aaSAndroid Build Coastguard Worker }
680*c8dee2aaSAndroid Build Coastguard Worker #endif // !defined(SK_ENABLE_OPTIMIZE_SIZE)
681*c8dee2aaSAndroid Build Coastguard Worker
682*c8dee2aaSAndroid Build Coastguard Worker // All else has failed, draw with blur
683*c8dee2aaSAndroid Build Coastguard Worker if (!success) {
684*c8dee2aaSAndroid Build Coastguard Worker // Pretransform the path to avoid transforming the stroke, below.
685*c8dee2aaSAndroid Build Coastguard Worker SkPath devSpacePath;
686*c8dee2aaSAndroid Build Coastguard Worker path.transform(viewMatrix, &devSpacePath);
687*c8dee2aaSAndroid Build Coastguard Worker devSpacePath.setIsVolatile(true);
688*c8dee2aaSAndroid Build Coastguard Worker
689*c8dee2aaSAndroid Build Coastguard Worker // The tesselator outsets by AmbientBlurRadius (or 'r') to get the outer ring of
690*c8dee2aaSAndroid Build Coastguard Worker // the tesselation, and sets the alpha on the path to 1/AmbientRecipAlpha (or 'a').
691*c8dee2aaSAndroid Build Coastguard Worker //
692*c8dee2aaSAndroid Build Coastguard Worker // We want to emulate this with a blur. The full blur width (2*blurRadius or 'f')
693*c8dee2aaSAndroid Build Coastguard Worker // can be calculated by interpolating:
694*c8dee2aaSAndroid Build Coastguard Worker //
695*c8dee2aaSAndroid Build Coastguard Worker // original edge outer edge
696*c8dee2aaSAndroid Build Coastguard Worker // | |<---------- r ------>|
697*c8dee2aaSAndroid Build Coastguard Worker // |<------|--- f -------------->|
698*c8dee2aaSAndroid Build Coastguard Worker // | | |
699*c8dee2aaSAndroid Build Coastguard Worker // alpha = 1 alpha = a alpha = 0
700*c8dee2aaSAndroid Build Coastguard Worker //
701*c8dee2aaSAndroid Build Coastguard Worker // Taking ratios, f/1 = r/a, so f = r/a and blurRadius = f/2.
702*c8dee2aaSAndroid Build Coastguard Worker //
703*c8dee2aaSAndroid Build Coastguard Worker // We now need to outset the path to place the new edge in the center of the
704*c8dee2aaSAndroid Build Coastguard Worker // blur region:
705*c8dee2aaSAndroid Build Coastguard Worker //
706*c8dee2aaSAndroid Build Coastguard Worker // original new
707*c8dee2aaSAndroid Build Coastguard Worker // | |<------|--- r ------>|
708*c8dee2aaSAndroid Build Coastguard Worker // |<------|--- f -|------------>|
709*c8dee2aaSAndroid Build Coastguard Worker // | |<- o ->|<--- f/2 --->|
710*c8dee2aaSAndroid Build Coastguard Worker //
711*c8dee2aaSAndroid Build Coastguard Worker // r = o + f/2, so o = r - f/2
712*c8dee2aaSAndroid Build Coastguard Worker //
713*c8dee2aaSAndroid Build Coastguard Worker // We outset by using the stroker, so the strokeWidth is o/2.
714*c8dee2aaSAndroid Build Coastguard Worker //
715*c8dee2aaSAndroid Build Coastguard Worker SkScalar devSpaceOutset = SkDrawShadowMetrics::AmbientBlurRadius(zPlaneParams.fZ);
716*c8dee2aaSAndroid Build Coastguard Worker SkScalar oneOverA = SkDrawShadowMetrics::AmbientRecipAlpha(zPlaneParams.fZ);
717*c8dee2aaSAndroid Build Coastguard Worker SkScalar blurRadius = 0.5f*devSpaceOutset*oneOverA;
718*c8dee2aaSAndroid Build Coastguard Worker SkScalar strokeWidth = 0.5f*(devSpaceOutset - blurRadius);
719*c8dee2aaSAndroid Build Coastguard Worker
720*c8dee2aaSAndroid Build Coastguard Worker // Now draw with blur
721*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
722*c8dee2aaSAndroid Build Coastguard Worker paint.setColor(rec.fAmbientColor);
723*c8dee2aaSAndroid Build Coastguard Worker paint.setStrokeWidth(strokeWidth);
724*c8dee2aaSAndroid Build Coastguard Worker paint.setStyle(SkPaint::kStrokeAndFill_Style);
725*c8dee2aaSAndroid Build Coastguard Worker SkScalar sigma = SkBlurMask::ConvertRadiusToSigma(blurRadius);
726*c8dee2aaSAndroid Build Coastguard Worker bool respectCTM = false;
727*c8dee2aaSAndroid Build Coastguard Worker paint.setMaskFilter(SkMaskFilter::MakeBlur(kNormal_SkBlurStyle, sigma, respectCTM));
728*c8dee2aaSAndroid Build Coastguard Worker this->drawPath(devSpacePath, paint);
729*c8dee2aaSAndroid Build Coastguard Worker }
730*c8dee2aaSAndroid Build Coastguard Worker }
731*c8dee2aaSAndroid Build Coastguard Worker
732*c8dee2aaSAndroid Build Coastguard Worker if (SkColorGetA(rec.fSpotColor) > 0) {
733*c8dee2aaSAndroid Build Coastguard Worker bool success = false;
734*c8dee2aaSAndroid Build Coastguard Worker #if !defined(SK_ENABLE_OPTIMIZE_SIZE)
735*c8dee2aaSAndroid Build Coastguard Worker if (uncached && !useBlur) {
736*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> vertices = SkShadowTessellator::MakeSpot(path, viewMatrix,
737*c8dee2aaSAndroid Build Coastguard Worker zPlaneParams,
738*c8dee2aaSAndroid Build Coastguard Worker devLightPos, lightRadius,
739*c8dee2aaSAndroid Build Coastguard Worker transparent,
740*c8dee2aaSAndroid Build Coastguard Worker directional);
741*c8dee2aaSAndroid Build Coastguard Worker if (vertices) {
742*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
743*c8dee2aaSAndroid Build Coastguard Worker // Run the vertex color through a GaussianColorFilter and then modulate the
744*c8dee2aaSAndroid Build Coastguard Worker // grayscale result of that against our 'color' param.
745*c8dee2aaSAndroid Build Coastguard Worker paint.setColorFilter(
746*c8dee2aaSAndroid Build Coastguard Worker SkColorFilters::Blend(rec.fSpotColor,
747*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kModulate)->makeComposed(
748*c8dee2aaSAndroid Build Coastguard Worker SkColorFilterPriv::MakeGaussian()));
749*c8dee2aaSAndroid Build Coastguard Worker // The vertex colors for a tesselated shadow polygon are always either opaque black
750*c8dee2aaSAndroid Build Coastguard Worker // or transparent and their real contribution to the final blended color is via
751*c8dee2aaSAndroid Build Coastguard Worker // their alpha. We can skip expensive per-vertex color conversion for this.
752*c8dee2aaSAndroid Build Coastguard Worker this->drawVertices(vertices.get(),
753*c8dee2aaSAndroid Build Coastguard Worker SkBlender::Mode(SkBlendMode::kModulate),
754*c8dee2aaSAndroid Build Coastguard Worker paint,
755*c8dee2aaSAndroid Build Coastguard Worker /*skipColorXform=*/true);
756*c8dee2aaSAndroid Build Coastguard Worker success = true;
757*c8dee2aaSAndroid Build Coastguard Worker }
758*c8dee2aaSAndroid Build Coastguard Worker }
759*c8dee2aaSAndroid Build Coastguard Worker
760*c8dee2aaSAndroid Build Coastguard Worker if (!success && !useBlur) {
761*c8dee2aaSAndroid Build Coastguard Worker SpotVerticesFactory factory;
762*c8dee2aaSAndroid Build Coastguard Worker factory.fOccluderHeight = zPlaneParams.fZ;
763*c8dee2aaSAndroid Build Coastguard Worker factory.fDevLightPos = devLightPos;
764*c8dee2aaSAndroid Build Coastguard Worker factory.fLightRadius = lightRadius;
765*c8dee2aaSAndroid Build Coastguard Worker
766*c8dee2aaSAndroid Build Coastguard Worker SkPoint center = SkPoint::Make(path.getBounds().centerX(), path.getBounds().centerY());
767*c8dee2aaSAndroid Build Coastguard Worker factory.fLocalCenter = center;
768*c8dee2aaSAndroid Build Coastguard Worker viewMatrix.mapPoints(¢er, 1);
769*c8dee2aaSAndroid Build Coastguard Worker SkScalar radius, scale;
770*c8dee2aaSAndroid Build Coastguard Worker if (SkToBool(rec.fFlags & kDirectionalLight_ShadowFlag)) {
771*c8dee2aaSAndroid Build Coastguard Worker SkDrawShadowMetrics::GetDirectionalParams(zPlaneParams.fZ, devLightPos.fX,
772*c8dee2aaSAndroid Build Coastguard Worker devLightPos.fY, devLightPos.fZ,
773*c8dee2aaSAndroid Build Coastguard Worker lightRadius, &radius, &scale,
774*c8dee2aaSAndroid Build Coastguard Worker &factory.fOffset);
775*c8dee2aaSAndroid Build Coastguard Worker } else {
776*c8dee2aaSAndroid Build Coastguard Worker SkDrawShadowMetrics::GetSpotParams(zPlaneParams.fZ, devLightPos.fX - center.fX,
777*c8dee2aaSAndroid Build Coastguard Worker devLightPos.fY - center.fY, devLightPos.fZ,
778*c8dee2aaSAndroid Build Coastguard Worker lightRadius, &radius, &scale, &factory.fOffset);
779*c8dee2aaSAndroid Build Coastguard Worker }
780*c8dee2aaSAndroid Build Coastguard Worker
781*c8dee2aaSAndroid Build Coastguard Worker SkRect devBounds;
782*c8dee2aaSAndroid Build Coastguard Worker viewMatrix.mapRect(&devBounds, path.getBounds());
783*c8dee2aaSAndroid Build Coastguard Worker if (transparent ||
784*c8dee2aaSAndroid Build Coastguard Worker SkTAbs(factory.fOffset.fX) > 0.5f*devBounds.width() ||
785*c8dee2aaSAndroid Build Coastguard Worker SkTAbs(factory.fOffset.fY) > 0.5f*devBounds.height()) {
786*c8dee2aaSAndroid Build Coastguard Worker // if the translation of the shadow is big enough we're going to end up
787*c8dee2aaSAndroid Build Coastguard Worker // filling the entire umbra, we can treat these as all the same
788*c8dee2aaSAndroid Build Coastguard Worker if (directional) {
789*c8dee2aaSAndroid Build Coastguard Worker factory.fOccluderType =
790*c8dee2aaSAndroid Build Coastguard Worker SpotVerticesFactory::OccluderType::kDirectionalTransparent;
791*c8dee2aaSAndroid Build Coastguard Worker } else {
792*c8dee2aaSAndroid Build Coastguard Worker factory.fOccluderType = SpotVerticesFactory::OccluderType::kPointTransparent;
793*c8dee2aaSAndroid Build Coastguard Worker }
794*c8dee2aaSAndroid Build Coastguard Worker } else if (directional) {
795*c8dee2aaSAndroid Build Coastguard Worker factory.fOccluderType = SpotVerticesFactory::OccluderType::kDirectional;
796*c8dee2aaSAndroid Build Coastguard Worker } else if (factory.fOffset.length()*scale + scale < radius) {
797*c8dee2aaSAndroid Build Coastguard Worker // if we don't translate more than the blur distance, can assume umbra is covered
798*c8dee2aaSAndroid Build Coastguard Worker factory.fOccluderType = SpotVerticesFactory::OccluderType::kPointOpaqueNoUmbra;
799*c8dee2aaSAndroid Build Coastguard Worker } else if (path.isConvex()) {
800*c8dee2aaSAndroid Build Coastguard Worker factory.fOccluderType = SpotVerticesFactory::OccluderType::kPointOpaquePartialUmbra;
801*c8dee2aaSAndroid Build Coastguard Worker } else {
802*c8dee2aaSAndroid Build Coastguard Worker factory.fOccluderType = SpotVerticesFactory::OccluderType::kPointTransparent;
803*c8dee2aaSAndroid Build Coastguard Worker }
804*c8dee2aaSAndroid Build Coastguard Worker // need to add this after we classify the shadow
805*c8dee2aaSAndroid Build Coastguard Worker factory.fOffset.fX += viewMatrix.getTranslateX();
806*c8dee2aaSAndroid Build Coastguard Worker factory.fOffset.fY += viewMatrix.getTranslateY();
807*c8dee2aaSAndroid Build Coastguard Worker
808*c8dee2aaSAndroid Build Coastguard Worker SkColor color = rec.fSpotColor;
809*c8dee2aaSAndroid Build Coastguard Worker #ifdef DEBUG_SHADOW_CHECKS
810*c8dee2aaSAndroid Build Coastguard Worker switch (factory.fOccluderType) {
811*c8dee2aaSAndroid Build Coastguard Worker case SpotVerticesFactory::OccluderType::kPointTransparent:
812*c8dee2aaSAndroid Build Coastguard Worker color = 0xFFD2B48C; // tan for transparent
813*c8dee2aaSAndroid Build Coastguard Worker break;
814*c8dee2aaSAndroid Build Coastguard Worker case SpotVerticesFactory::OccluderType::kPointOpaquePartialUmbra:
815*c8dee2aaSAndroid Build Coastguard Worker color = 0xFFFFA500; // orange for opaque
816*c8dee2aaSAndroid Build Coastguard Worker break;
817*c8dee2aaSAndroid Build Coastguard Worker case SpotVerticesFactory::OccluderType::kPointOpaqueNoUmbra:
818*c8dee2aaSAndroid Build Coastguard Worker color = 0xFFE5E500; // corn yellow for covered
819*c8dee2aaSAndroid Build Coastguard Worker break;
820*c8dee2aaSAndroid Build Coastguard Worker case SpotVerticesFactory::OccluderType::kDirectional:
821*c8dee2aaSAndroid Build Coastguard Worker case SpotVerticesFactory::OccluderType::kDirectionalTransparent:
822*c8dee2aaSAndroid Build Coastguard Worker color = 0xFF550000; // dark red for directional
823*c8dee2aaSAndroid Build Coastguard Worker break;
824*c8dee2aaSAndroid Build Coastguard Worker }
825*c8dee2aaSAndroid Build Coastguard Worker #endif
826*c8dee2aaSAndroid Build Coastguard Worker success = draw_shadow(factory, drawVertsProc, shadowedPath, color);
827*c8dee2aaSAndroid Build Coastguard Worker }
828*c8dee2aaSAndroid Build Coastguard Worker #endif // !defined(SK_ENABLE_OPTIMIZE_SIZE)
829*c8dee2aaSAndroid Build Coastguard Worker
830*c8dee2aaSAndroid Build Coastguard Worker // All else has failed, draw with blur
831*c8dee2aaSAndroid Build Coastguard Worker if (!success) {
832*c8dee2aaSAndroid Build Coastguard Worker SkMatrix shadowMatrix;
833*c8dee2aaSAndroid Build Coastguard Worker SkScalar radius;
834*c8dee2aaSAndroid Build Coastguard Worker if (!SkDrawShadowMetrics::GetSpotShadowTransform(devLightPos, lightRadius,
835*c8dee2aaSAndroid Build Coastguard Worker viewMatrix, zPlaneParams,
836*c8dee2aaSAndroid Build Coastguard Worker path.getBounds(), directional,
837*c8dee2aaSAndroid Build Coastguard Worker &shadowMatrix, &radius)) {
838*c8dee2aaSAndroid Build Coastguard Worker return;
839*c8dee2aaSAndroid Build Coastguard Worker }
840*c8dee2aaSAndroid Build Coastguard Worker SkAutoDeviceTransformRestore adr2(this, shadowMatrix);
841*c8dee2aaSAndroid Build Coastguard Worker
842*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
843*c8dee2aaSAndroid Build Coastguard Worker paint.setColor(rec.fSpotColor);
844*c8dee2aaSAndroid Build Coastguard Worker SkScalar sigma = SkBlurMask::ConvertRadiusToSigma(radius);
845*c8dee2aaSAndroid Build Coastguard Worker bool respectCTM = false;
846*c8dee2aaSAndroid Build Coastguard Worker paint.setMaskFilter(SkMaskFilter::MakeBlur(kNormal_SkBlurStyle, sigma, respectCTM));
847*c8dee2aaSAndroid Build Coastguard Worker this->drawPath(path, paint);
848*c8dee2aaSAndroid Build Coastguard Worker }
849*c8dee2aaSAndroid Build Coastguard Worker }
850*c8dee2aaSAndroid Build Coastguard Worker }
851