| /* | |
| * Copyright 2006 The Android Open Source Project | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "src/effects/SkEmbossMaskFilter.h" | |
| #include "include/core/SkBlendMode.h" | |
| #include "include/core/SkBlurTypes.h" | |
| #include "include/core/SkColorSpace.h" | |
| #include "include/core/SkImageFilter.h" | |
| #include "include/core/SkMatrix.h" | |
| #include "include/core/SkPaint.h" | |
| #include "include/core/SkPoint.h" | |
| #include "include/core/SkPoint3.h" | |
| #include "include/core/SkShader.h" | |
| #include "include/core/SkTypes.h" | |
| #include "include/effects/SkImageFilters.h" | |
| #include "include/private/SkFloatingPoint.h" | |
| #include "src/core/SkBlurMask.h" | |
| #include "src/core/SkReadBuffer.h" | |
| #include "src/core/SkWriteBuffer.h" | |
| #include "src/effects/SkEmbossMask.h" | |
| #if defined(SK_SUPPORT_LEGACY_EMBOSSMASKFILTER) | |
| #include "include/effects/SkBlurMaskFilter.h" | |
| #endif | |
| #include <cstring> | |
| sk_sp<SkMaskFilter> SkEmbossMaskFilter::Make(SkScalar blurSigma, const Light& light) { | |
| if (!SkIsFinite(blurSigma) || blurSigma <= 0) { | |
| return nullptr; | |
| } | |
| SkPoint3 lightDir{light.fDirection[0], light.fDirection[1], light.fDirection[2]}; | |
| if (!lightDir.normalize()) { | |
| return nullptr; | |
| } | |
| Light newLight = light; | |
| newLight.fDirection[0] = lightDir.x(); | |
| newLight.fDirection[1] = lightDir.y(); | |
| newLight.fDirection[2] = lightDir.z(); | |
| return sk_sp<SkMaskFilter>(new SkEmbossMaskFilter(blurSigma, newLight)); | |
| } | |
| #ifdef SK_SUPPORT_LEGACY_EMBOSSMASKFILTER | |
| sk_sp<SkMaskFilter> SkBlurMaskFilter::MakeEmboss(SkScalar blurSigma, const SkScalar direction[3], | |
| SkScalar ambient, SkScalar specular) { | |
| if (direction == nullptr) { | |
| return nullptr; | |
| } | |
| SkEmbossMaskFilter::Light light; | |
| memcpy(light.fDirection, direction, sizeof(light.fDirection)); | |
| // ambient should be 0...1 as a scalar | |
| light.fAmbient = SkUnitScalarClampToByte(ambient); | |
| // specular should be 0..15.99 as a scalar | |
| static const SkScalar kSpecularMultiplier = SkIntToScalar(255) / 16; | |
| light.fSpecular = static_cast<U8CPU>(SkTPin(specular, 0.0f, 16.0f) * kSpecularMultiplier + 0.5); | |
| return SkEmbossMaskFilter::Make(blurSigma, light); | |
| } | |
| #endif | |
| /////////////////////////////////////////////////////////////////////////////// | |
| SkEmbossMaskFilter::SkEmbossMaskFilter(SkScalar blurSigma, const Light& light) | |
| : fLight(light), fBlurSigma(blurSigma) | |
| { | |
| SkASSERT(fBlurSigma > 0); | |
| SkASSERT(SkIsFinite(fLight.fDirection, 3)); | |
| } | |
| SkMask::Format SkEmbossMaskFilter::getFormat() const { | |
| return SkMask::k3D_Format; | |
| } | |
| bool SkEmbossMaskFilter::filterMask(SkMaskBuilder* dst, const SkMask& src, | |
| const SkMatrix& matrix, SkIPoint* margin) const { | |
| if (src.fFormat != SkMask::kA8_Format) { | |
| return false; | |
| } | |
| SkScalar sigma = matrix.mapRadius(fBlurSigma); | |
| if (!SkBlurMask::BoxBlur(dst, src, sigma, kInner_SkBlurStyle)) { | |
| return false; | |
| } | |
| dst->format() = SkMask::k3D_Format; | |
| if (margin) { | |
| margin->set(SkScalarCeilToInt(3*sigma), SkScalarCeilToInt(3*sigma)); | |
| } | |
| if (src.fImage == nullptr) { | |
| return true; | |
| } | |
| // create a larger buffer for the other two channels (should force fBlur to do this for us) | |
| { | |
| uint8_t* alphaPlane = dst->image(); | |
| size_t totalSize = dst->computeTotalImageSize(); | |
| if (totalSize == 0) { | |
| return false; // too big to allocate, abort | |
| } | |
| size_t planeSize = dst->computeImageSize(); | |
| SkASSERT(planeSize != 0); // if totalSize didn't overflow, this can't either | |
| dst->image() = SkMaskBuilder::AllocImage(totalSize); | |
| memcpy(dst->image(), alphaPlane, planeSize); | |
| SkMaskBuilder::FreeImage(alphaPlane); | |
| } | |
| // run the light direction through the matrix... | |
| Light light = fLight; | |
| matrix.mapVectors({(SkVector*)(void*)light.fDirection, 1}, | |
| {(SkVector*)(void*)fLight.fDirection, 1}); | |
| // now restore the length of the XY component | |
| // cast to SkVector so we can call setLength (this double cast silences alias warnings) | |
| SkVector* vec = (SkVector*)(void*)light.fDirection; | |
| vec->setLength(light.fDirection[0], | |
| light.fDirection[1], | |
| SkPoint::Length(fLight.fDirection[0], fLight.fDirection[1])); | |
| SkEmbossMask::Emboss(dst, light); | |
| // restore original alpha | |
| memcpy(dst->image(), src.fImage, src.computeImageSize()); | |
| return true; | |
| } | |
| sk_sp<SkFlattenable> SkEmbossMaskFilter::CreateProc(SkReadBuffer& buffer) { | |
| Light light; | |
| if (buffer.readByteArray(&light, sizeof(Light))) { | |
| light.fPad = 0; // for the font-cache lookup to be clean | |
| const SkScalar sigma = buffer.readScalar(); | |
| return Make(sigma, light); | |
| } | |
| return nullptr; | |
| } | |
| void SkEmbossMaskFilter::flatten(SkWriteBuffer& buffer) const { | |
| Light tmpLight = fLight; | |
| tmpLight.fPad = 0; // for the font-cache lookup to be clean | |
| buffer.writeByteArray(&tmpLight, sizeof(tmpLight)); | |
| buffer.writeScalar(fBlurSigma); | |
| } | |
| // This image filter uses coverage masks for operations but affects shading properties | |
| // of a draw using the paint parameter, and returning true to indicate appliesShading. | |
| std::pair<sk_sp<SkImageFilter>, bool> SkEmbossMaskFilter::asImageFilter( | |
| const SkMatrix& ctm, const SkPaint& paint) const { | |
| // Here the original bitmap we are operating on (nullptr for imageFilters) should be | |
| // our coverage mask, as a white RGBA8 image where the alpha corresponds to the coverage. | |
| sk_sp<SkImageFilter> coverageBlurred = SkImageFilters::Blur(fBlurSigma, fBlurSigma, nullptr); | |
| // The paint should have the original shading properties that we want to apply. | |
| sk_sp<SkShader> srcShader = SkShaders::Color(paint.getColor4f(), /*cs=*/nullptr); | |
| if (paint.getShader()) { | |
| srcShader = SkShaders::Blend(SkBlendMode::kDstIn, paint.refShader(), std::move(srcShader)); | |
| } | |
| srcShader = srcShader->makeWithColorFilter(paint.refColorFilter()); | |
| sk_sp<SkImageFilter> srcColor = SkImageFilters::Shader( | |
| std::move(srcShader), paint.isDither() ? SkImageFilters::Dither::kYes | |
| : SkImageFilters::Dither::kNo); | |
| // ka = fLight.fAmbient | |
| float ambientf = fLight.fAmbient / 255.f; | |
| SkColor4f ambientColor = {ambientf, ambientf, ambientf, 1}; | |
| sk_sp<SkImageFilter> ambient = SkImageFilters::Shader(SkShaders::Color(ambientColor, nullptr)); | |
| // L = fLight.fDirection | |
| SkPoint3 lightDirection = SkPoint3::Make(fLight.fDirection[0], | |
| fLight.fDirection[1], | |
| fLight.fDirection[2]); | |
| // Amount to scale the alpha by to calculate N, set this way to mimic the legacy | |
| // emboss mask filter implementation. | |
| // Made negative to match functionality of legacy emboss mask filter which calculates | |
| // the normal "into" the monitor, away from the user, whereas all other documentation | |
| // points normals towards negative directions (towards user). | |
| const float surfaceScale = -255.f/ 32.f; | |
| // diffuse = kd * dot(L, N) | |
| sk_sp<SkImageFilter> diffuseCF = SkImageFilters::DistantLitDiffuse(lightDirection, | |
| SK_ColorWHITE, | |
| surfaceScale, | |
| 1, | |
| coverageBlurred); | |
| // mul = ka + diffuse | |
| sk_sp<SkImageFilter> ambientdiffuse = SkImageFilters::Blend(SkBlendMode::kPlus, | |
| diffuseCF, | |
| ambient); | |
| // ambientdiffuseColor = srcColor * mul | |
| sk_sp<SkImageFilter> ambientdiffuseBlend = SkImageFilters::Blend( | |
| SkBlendMode::kModulate, srcColor, ambientdiffuse); | |
| // fLight.fSpecular is in a fixed 4.4 format. | |
| // This uses the legacy implementation for emboss which calculates the specular | |
| // lighting differently than standard specular functions. | |
| // | |
| // specular = ks * pow((2 * (L * N) - L_z) * L_z), shininess) | |
| float shininess = ((fLight.fSpecular >> 4) + 1); | |
| sk_sp<SkImageFilter> specular = LegacySpecular(lightDirection, | |
| SK_ColorWHITE, | |
| surfaceScale, | |
| 1, | |
| shininess, | |
| coverageBlurred); | |
| // dstColor = ambientdiffuseColor + specular | |
| // = srcColor * (ka + kd * dot(L, N)) + ks * pow((2 * (L * N) - L_z) * L_z), shininess) | |
| sk_sp<SkImageFilter> finalFilter = SkImageFilters::Blend(SkBlendMode::kPlus, | |
| ambientdiffuseBlend, | |
| specular); | |
| // Mask by original coverage mask, it remains unchanged. | |
| // Return true to indicate applies shading. | |
| return {SkImageFilters::Blend(SkBlendMode::kDstIn, finalFilter, nullptr), true}; | |
| } |