| /* | |
| * Copyright 2017 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "include/utils/SkShadowUtils.h" | |
| #include "include/core/SkBlendMode.h" | |
| #include "include/core/SkBlender.h" | |
| #include "include/core/SkBlurTypes.h" | |
| #include "include/core/SkCanvas.h" | |
| #include "include/core/SkColorFilter.h" | |
| #include "include/core/SkM44.h" | |
| #include "include/core/SkMaskFilter.h" | |
| #include "include/core/SkMatrix.h" | |
| #include "include/core/SkPaint.h" | |
| #include "include/core/SkPath.h" | |
| #include "include/core/SkPoint.h" | |
| #include "include/core/SkPoint3.h" | |
| #include "include/core/SkRect.h" | |
| #include "include/core/SkRefCnt.h" | |
| #include "include/core/SkVertices.h" | |
| #include "include/private/SkIDChangeListener.h" | |
| #include "include/private/base/SkFloatingPoint.h" | |
| #include "include/private/base/SkTPin.h" | |
| #include "include/private/base/SkTemplates.h" | |
| #include "include/private/base/SkTo.h" | |
| #include "src/base/SkRandom.h" | |
| #include "src/core/SkBlurMask.h" | |
| #include "src/core/SkColorFilterPriv.h" | |
| #include "src/core/SkDevice.h" | |
| #include "src/core/SkDrawShadowInfo.h" | |
| #include "src/core/SkPathPriv.h" | |
| #include "src/core/SkResourceCache.h" | |
| #include "src/core/SkVerticesPriv.h" | |
| #if !defined(SK_ENABLE_OPTIMIZE_SIZE) | |
| #include "src/utils/SkShadowTessellator.h" | |
| #endif | |
| #if defined(SK_GANESH) | |
| #include "src/gpu/ganesh/GrStyle.h" | |
| #include "src/gpu/ganesh/geometry/GrStyledShape.h" | |
| #endif | |
| #include <algorithm> | |
| #include <cstring> | |
| #include <functional> | |
| #include <memory> | |
| #include <new> | |
| #include <utility> | |
| using namespace skia_private; | |
| class SkRRect; | |
| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
| #if !defined(SK_ENABLE_OPTIMIZE_SIZE) | |
| namespace { | |
| uint64_t resource_cache_shared_id() { | |
| return 0x2020776f64616873llu; // 'shadow ' | |
| } | |
| /** Factory for an ambient shadow mesh with particular shadow properties. */ | |
| struct AmbientVerticesFactory { | |
| SkScalar fOccluderHeight = SK_ScalarNaN; // NaN so that isCompatible will fail until init'ed. | |
| bool fTransparent; | |
| SkVector fOffset; | |
| bool isCompatible(const AmbientVerticesFactory& that, SkVector* translate) const { | |
| if (fOccluderHeight != that.fOccluderHeight || fTransparent != that.fTransparent) { | |
| return false; | |
| } | |
| *translate = that.fOffset; | |
| return true; | |
| } | |
| sk_sp<SkVertices> makeVertices(const SkPath& path, const SkMatrix& ctm, | |
| SkVector* translate) const { | |
| SkPoint3 zParams = SkPoint3::Make(0, 0, fOccluderHeight); | |
| // pick a canonical place to generate shadow | |
| SkMatrix noTrans(ctm); | |
| if (!ctm.hasPerspective()) { | |
| noTrans[SkMatrix::kMTransX] = 0; | |
| noTrans[SkMatrix::kMTransY] = 0; | |
| } | |
| *translate = fOffset; | |
| return SkShadowTessellator::MakeAmbient(path, noTrans, zParams, fTransparent); | |
| } | |
| }; | |
| /** Factory for an spot shadow mesh with particular shadow properties. */ | |
| struct SpotVerticesFactory { | |
| enum class OccluderType { | |
| // The umbra cannot be dropped out because either the occluder is not opaque, | |
| // or the center of the umbra is visible. Uses point light. | |
| kPointTransparent, | |
| // The umbra can be dropped where it is occluded. Uses point light. | |
| kPointOpaquePartialUmbra, | |
| // It is known that the entire umbra is occluded. Uses point light. | |
| kPointOpaqueNoUmbra, | |
| // Uses directional light. | |
| kDirectional, | |
| // The umbra can't be dropped out. Uses directional light. | |
| kDirectionalTransparent, | |
| }; | |
| SkVector fOffset; | |
| SkPoint fLocalCenter; | |
| SkScalar fOccluderHeight = SK_ScalarNaN; // NaN so that isCompatible will fail until init'ed. | |
| SkPoint3 fDevLightPos; | |
| SkScalar fLightRadius; | |
| OccluderType fOccluderType; | |
| bool isCompatible(const SpotVerticesFactory& that, SkVector* translate) const { | |
| if (fOccluderHeight != that.fOccluderHeight || fDevLightPos.fZ != that.fDevLightPos.fZ || | |
| fLightRadius != that.fLightRadius || fOccluderType != that.fOccluderType) { | |
| return false; | |
| } | |
| switch (fOccluderType) { | |
| case OccluderType::kPointTransparent: | |
| case OccluderType::kPointOpaqueNoUmbra: | |
| // 'this' and 'that' will either both have no umbra removed or both have all the | |
| // umbra removed. | |
| *translate = that.fOffset; | |
| return true; | |
| case OccluderType::kPointOpaquePartialUmbra: | |
| // In this case we partially remove the umbra differently for 'this' and 'that' | |
| // if the offsets don't match. | |
| if (fOffset == that.fOffset) { | |
| translate->set(0, 0); | |
| return true; | |
| } | |
| return false; | |
| case OccluderType::kDirectional: | |
| case OccluderType::kDirectionalTransparent: | |
| *translate = that.fOffset - fOffset; | |
| return true; | |
| } | |
| SK_ABORT("Uninitialized occluder type?"); | |
| } | |
| sk_sp<SkVertices> makeVertices(const SkPath& path, const SkMatrix& ctm, | |
| SkVector* translate) const { | |
| bool transparent = fOccluderType == OccluderType::kPointTransparent || | |
| fOccluderType == OccluderType::kDirectionalTransparent; | |
| bool directional = fOccluderType == OccluderType::kDirectional || | |
| fOccluderType == OccluderType::kDirectionalTransparent; | |
| SkPoint3 zParams = SkPoint3::Make(0, 0, fOccluderHeight); | |
| if (directional) { | |
| translate->set(0, 0); | |
| return SkShadowTessellator::MakeSpot(path, ctm, zParams, fDevLightPos, fLightRadius, | |
| transparent, true); | |
| } else if (ctm.hasPerspective() || OccluderType::kPointOpaquePartialUmbra == fOccluderType) { | |
| translate->set(0, 0); | |
| return SkShadowTessellator::MakeSpot(path, ctm, zParams, fDevLightPos, fLightRadius, | |
| transparent, false); | |
| } else { | |
| // pick a canonical place to generate shadow, with light centered over path | |
| SkMatrix noTrans(ctm); | |
| noTrans[SkMatrix::kMTransX] = 0; | |
| noTrans[SkMatrix::kMTransY] = 0; | |
| SkPoint devCenter(fLocalCenter); | |
| devCenter = noTrans.mapPoint(devCenter); | |
| SkPoint3 centerLightPos = SkPoint3::Make(devCenter.fX, devCenter.fY, fDevLightPos.fZ); | |
| *translate = fOffset; | |
| return SkShadowTessellator::MakeSpot(path, noTrans, zParams, | |
| centerLightPos, fLightRadius, transparent, false); | |
| } | |
| } | |
| }; | |
| /** | |
| * This manages a set of tessellations for a given shape in the cache. Because SkResourceCache | |
| * records are immutable this is not itself a Rec. When we need to update it we return this on | |
| * the FindVisitor and let the cache destroy the Rec. We'll update the tessellations and then add | |
| * a new Rec with an adjusted size for any deletions/additions. | |
| */ | |
| class CachedTessellations : public SkRefCnt { | |
| public: | |
| size_t size() const { return fAmbientSet.size() + fSpotSet.size(); } | |
| sk_sp<SkVertices> find(const AmbientVerticesFactory& ambient, const SkMatrix& matrix, | |
| SkVector* translate) const { | |
| return fAmbientSet.find(ambient, matrix, translate); | |
| } | |
| sk_sp<SkVertices> add(const SkPath& devPath, const AmbientVerticesFactory& ambient, | |
| const SkMatrix& matrix, SkVector* translate) { | |
| return fAmbientSet.add(devPath, ambient, matrix, translate); | |
| } | |
| sk_sp<SkVertices> find(const SpotVerticesFactory& spot, const SkMatrix& matrix, | |
| SkVector* translate) const { | |
| return fSpotSet.find(spot, matrix, translate); | |
| } | |
| sk_sp<SkVertices> add(const SkPath& devPath, const SpotVerticesFactory& spot, | |
| const SkMatrix& matrix, SkVector* translate) { | |
| return fSpotSet.add(devPath, spot, matrix, translate); | |
| } | |
| private: | |
| template <typename FACTORY, int MAX_ENTRIES> | |
| class Set { | |
| public: | |
| size_t size() const { return fSize; } | |
| sk_sp<SkVertices> find(const FACTORY& factory, const SkMatrix& matrix, | |
| SkVector* translate) const { | |
| for (int i = 0; i < MAX_ENTRIES; ++i) { | |
| if (fEntries[i].fFactory.isCompatible(factory, translate)) { | |
| const SkMatrix& m = fEntries[i].fMatrix; | |
| if (matrix.hasPerspective() || m.hasPerspective()) { | |
| if (matrix != fEntries[i].fMatrix) { | |
| continue; | |
| } | |
| } else if (matrix.getScaleX() != m.getScaleX() || | |
| matrix.getSkewX() != m.getSkewX() || | |
| matrix.getScaleY() != m.getScaleY() || | |
| matrix.getSkewY() != m.getSkewY()) { | |
| continue; | |
| } | |
| return fEntries[i].fVertices; | |
| } | |
| } | |
| return nullptr; | |
| } | |
| sk_sp<SkVertices> add(const SkPath& path, const FACTORY& factory, const SkMatrix& matrix, | |
| SkVector* translate) { | |
| sk_sp<SkVertices> vertices = factory.makeVertices(path, matrix, translate); | |
| if (!vertices) { | |
| return nullptr; | |
| } | |
| int i; | |
| if (fCount < MAX_ENTRIES) { | |
| i = fCount++; | |
| } else { | |
| i = fRandom.nextULessThan(MAX_ENTRIES); | |
| fSize -= fEntries[i].fVertices->approximateSize(); | |
| } | |
| fEntries[i].fFactory = factory; | |
| fEntries[i].fVertices = vertices; | |
| fEntries[i].fMatrix = matrix; | |
| fSize += vertices->approximateSize(); | |
| return vertices; | |
| } | |
| private: | |
| struct Entry { | |
| FACTORY fFactory; | |
| sk_sp<SkVertices> fVertices; | |
| SkMatrix fMatrix; | |
| }; | |
| Entry fEntries[MAX_ENTRIES]; | |
| int fCount = 0; | |
| size_t fSize = 0; | |
| SkRandom fRandom; | |
| }; | |
| Set<AmbientVerticesFactory, 4> fAmbientSet; | |
| Set<SpotVerticesFactory, 4> fSpotSet; | |
| }; | |
| /** | |
| * A record of shadow vertices stored in SkResourceCache of CachedTessellations for a particular | |
| * path. The key represents the path's geometry and not any shadow params. | |
| */ | |
| class CachedTessellationsRec : public SkResourceCache::Rec { | |
| public: | |
| CachedTessellationsRec(const SkResourceCache::Key& key, | |
| sk_sp<CachedTessellations> tessellations) | |
| : fTessellations(std::move(tessellations)) { | |
| fKey.reset(new uint8_t[key.size()]); | |
| memcpy(fKey.get(), &key, key.size()); | |
| } | |
| const Key& getKey() const override { | |
| return *reinterpret_cast<SkResourceCache::Key*>(fKey.get()); | |
| } | |
| size_t bytesUsed() const override { return fTessellations->size(); } | |
| const char* getCategory() const override { return "tessellated shadow masks"; } | |
| sk_sp<CachedTessellations> refTessellations() const { return fTessellations; } | |
| template <typename FACTORY> | |
| sk_sp<SkVertices> find(const FACTORY& factory, const SkMatrix& matrix, | |
| SkVector* translate) const { | |
| return fTessellations->find(factory, matrix, translate); | |
| } | |
| private: | |
| std::unique_ptr<uint8_t[]> fKey; | |
| sk_sp<CachedTessellations> fTessellations; | |
| }; | |
| /** | |
| * Used by FindVisitor to determine whether a cache entry can be reused and if so returns the | |
| * vertices and a translation vector. If the CachedTessellations does not contain a suitable | |
| * mesh then we inform SkResourceCache to destroy the Rec and we return the CachedTessellations | |
| * to the caller. The caller will update it and reinsert it back into the cache. | |
| */ | |
| template <typename FACTORY> | |
| struct FindContext { | |
| FindContext(const SkMatrix* viewMatrix, const FACTORY* factory) | |
| : fViewMatrix(viewMatrix), fFactory(factory) {} | |
| const SkMatrix* const fViewMatrix; | |
| // If this is valid after Find is called then we found the vertices and they should be drawn | |
| // with fTranslate applied. | |
| sk_sp<SkVertices> fVertices; | |
| SkVector fTranslate = {0, 0}; | |
| // If this is valid after Find then the caller should add the vertices to the tessellation set | |
| // and create a new CachedTessellationsRec and insert it into SkResourceCache. | |
| sk_sp<CachedTessellations> fTessellationsOnFailure; | |
| const FACTORY* fFactory; | |
| }; | |
| /** | |
| * Function called by SkResourceCache when a matching cache key is found. The FACTORY and matrix of | |
| * the FindContext are used to determine if the vertices are reusable. If so the vertices and | |
| * necessary translation vector are set on the FindContext. | |
| */ | |
| template <typename FACTORY> | |
| bool FindVisitor(const SkResourceCache::Rec& baseRec, void* ctx) { | |
| FindContext<FACTORY>* findContext = (FindContext<FACTORY>*)ctx; | |
| const CachedTessellationsRec& rec = static_cast<const CachedTessellationsRec&>(baseRec); | |
| findContext->fVertices = | |
| rec.find(*findContext->fFactory, *findContext->fViewMatrix, &findContext->fTranslate); | |
| if (findContext->fVertices) { | |
| return true; | |
| } | |
| // We ref the tessellations and let the cache destroy the Rec. Once the tessellations have been | |
| // manipulated we will add a new Rec. | |
| findContext->fTessellationsOnFailure = rec.refTessellations(); | |
| return false; | |
| } | |
| class ShadowedPath { | |
| public: | |
| ShadowedPath(const SkPath* path, const SkMatrix* viewMatrix) | |
| : fPath(path) | |
| , fViewMatrix(viewMatrix) | |
| #if defined(SK_GANESH) | |
| , fShapeForKey(*path, GrStyle::SimpleFill()) | |
| #endif | |
| {} | |
| const SkPath& path() const { return *fPath; } | |
| const SkMatrix& viewMatrix() const { return *fViewMatrix; } | |
| #if defined(SK_GANESH) | |
| /** Negative means the vertices should not be cached for this path. */ | |
| int keyBytes() const { return fShapeForKey.unstyledKeySize() * sizeof(uint32_t); } | |
| void writeKey(void* key) const { | |
| fShapeForKey.writeUnstyledKey(reinterpret_cast<uint32_t*>(key)); | |
| } | |
| bool isRRect(SkRRect* rrect) { return fShapeForKey.asRRect(rrect, nullptr); } | |
| #else | |
| int keyBytes() const { return -1; } | |
| void writeKey(void* key) const { SK_ABORT("Should never be called"); } | |
| bool isRRect(SkRRect* rrect) { return false; } | |
| #endif | |
| private: | |
| const SkPath* fPath; | |
| const SkMatrix* fViewMatrix; | |
| #if defined(SK_GANESH) | |
| GrStyledShape fShapeForKey; | |
| #endif | |
| }; | |
| // This creates a domain of keys in SkResourceCache used by this file. | |
| static void* kNamespace; | |
| // When the SkPathRef genID changes, invalidate a corresponding GrResource described by key. | |
| class ShadowInvalidator : public SkIDChangeListener { | |
| public: | |
| ShadowInvalidator(const SkResourceCache::Key& key) { | |
| fKey.reset(new uint8_t[key.size()]); | |
| memcpy(fKey.get(), &key, key.size()); | |
| } | |
| private: | |
| const SkResourceCache::Key& getKey() const { | |
| return *reinterpret_cast<SkResourceCache::Key*>(fKey.get()); | |
| } | |
| // always purge | |
| static bool FindVisitor(const SkResourceCache::Rec&, void*) { | |
| return false; | |
| } | |
| void changed() override { | |
| SkResourceCache::Find(this->getKey(), ShadowInvalidator::FindVisitor, nullptr); | |
| } | |
| std::unique_ptr<uint8_t[]> fKey; | |
| }; | |
| /** | |
| * Draws a shadow to 'canvas'. The vertices used to draw the shadow are created by 'factory' unless | |
| * they are first found in SkResourceCache. | |
| */ | |
| template <typename FACTORY> | |
| bool draw_shadow(const FACTORY& factory, | |
| std::function<void(const SkVertices*, SkBlendMode, const SkPaint&, | |
| SkScalar tx, SkScalar ty, bool)> drawProc, ShadowedPath& path, SkColor color) { | |
| FindContext<FACTORY> context(&path.viewMatrix(), &factory); | |
| SkResourceCache::Key* key = nullptr; | |
| constexpr int kMinBytes = 128; | |
| // We need to make this array be of the cache's Key so the memory we create the Key in | |
| // is properly aligned. | |
| AutoSTArray<kMinBytes / sizeof(SkResourceCache::Key), SkResourceCache::Key> keyStorage; | |
| int keyDataBytes = path.keyBytes(); | |
| if (keyDataBytes >= 0) { | |
| // Store the key... | |
| keyStorage.reset(keyDataBytes + sizeof(SkResourceCache::Key)); | |
| key = new (keyStorage.begin()) SkResourceCache::Key(); | |
| // ... followed by the bytes from path. | |
| path.writeKey((uint32_t*)(((uint8_t*)keyStorage.begin()) + sizeof(SkResourceCache::Key))); | |
| key->init(&kNamespace, resource_cache_shared_id(), keyDataBytes); | |
| SkResourceCache::Find(*key, FindVisitor<FACTORY>, &context); | |
| } | |
| sk_sp<SkVertices> vertices; | |
| bool foundInCache = SkToBool(context.fVertices); | |
| if (foundInCache) { | |
| vertices = std::move(context.fVertices); | |
| } else { | |
| // TODO: handle transforming the path as part of the tessellator | |
| if (key) { | |
| // Update or initialize a tessellation set and add it to the cache. | |
| sk_sp<CachedTessellations> tessellations; | |
| if (context.fTessellationsOnFailure) { | |
| tessellations = std::move(context.fTessellationsOnFailure); | |
| } else { | |
| tessellations.reset(new CachedTessellations()); | |
| } | |
| vertices = tessellations->add(path.path(), factory, path.viewMatrix(), | |
| &context.fTranslate); | |
| if (!vertices) { | |
| return false; | |
| } | |
| auto rec = new CachedTessellationsRec(*key, std::move(tessellations)); | |
| SkPathPriv::AddGenIDChangeListener(path.path(), sk_make_sp<ShadowInvalidator>(*key)); | |
| SkResourceCache::Add(rec); | |
| } else { | |
| vertices = factory.makeVertices(path.path(), path.viewMatrix(), | |
| &context.fTranslate); | |
| if (!vertices) { | |
| return false; | |
| } | |
| } | |
| } | |
| SkPaint paint; | |
| // Run the vertex color through a GaussianColorFilter and then modulate the grayscale result of | |
| // that against our 'color' param. | |
| paint.setColorFilter( | |
| SkColorFilters::Blend(color, SkBlendMode::kModulate)->makeComposed( | |
| SkColorFilterPriv::MakeGaussian())); | |
| drawProc(vertices.get(), SkBlendMode::kDst, paint, | |
| context.fTranslate.fX, context.fTranslate.fY, path.viewMatrix().hasPerspective()); | |
| return true; | |
| } | |
| } // namespace | |
| static bool tilted(const SkPoint3& zPlaneParams) { | |
| return !SkScalarNearlyZero(zPlaneParams.fX) || !SkScalarNearlyZero(zPlaneParams.fY); | |
| } | |
| #endif // SK_ENABLE_OPTIMIZE_SIZE | |
| void SkShadowUtils::ComputeTonalColors(SkColor inAmbientColor, SkColor inSpotColor, | |
| SkColor* outAmbientColor, SkColor* outSpotColor) { | |
| // For tonal color we only compute color values for the spot shadow. | |
| // The ambient shadow is greyscale only. | |
| // Ambient | |
| *outAmbientColor = SkColorSetARGB(SkColorGetA(inAmbientColor), 0, 0, 0); | |
| // Spot | |
| int spotR = SkColorGetR(inSpotColor); | |
| int spotG = SkColorGetG(inSpotColor); | |
| int spotB = SkColorGetB(inSpotColor); | |
| int max = std::max(std::max(spotR, spotG), spotB); | |
| int min = std::min(std::min(spotR, spotG), spotB); | |
| SkScalar luminance = 0.5f*(max + min)/255.f; | |
| SkScalar origA = SkColorGetA(inSpotColor)/255.f; | |
| // We compute a color alpha value based on the luminance of the color, scaled by an | |
| // adjusted alpha value. We want the following properties to match the UX examples | |
| // (assuming a = 0.25) and to ensure that we have reasonable results when the color | |
| // is black and/or the alpha is 0: | |
| // f(0, a) = 0 | |
| // f(luminance, 0) = 0 | |
| // f(1, 0.25) = .5 | |
| // f(0.5, 0.25) = .4 | |
| // f(1, 1) = 1 | |
| // The following functions match this as closely as possible. | |
| SkScalar alphaAdjust = (2.6f + (-2.66667f + 1.06667f*origA)*origA)*origA; | |
| SkScalar colorAlpha = (3.544762f + (-4.891428f + 2.3466f*luminance)*luminance)*luminance; | |
| colorAlpha = SkTPin(alphaAdjust*colorAlpha, 0.0f, 1.0f); | |
| // Similarly, we set the greyscale alpha based on luminance and alpha so that | |
| // f(0, a) = a | |
| // f(luminance, 0) = 0 | |
| // f(1, 0.25) = 0.15 | |
| SkScalar greyscaleAlpha = SkTPin(origA*(1 - 0.4f*luminance), 0.0f, 1.0f); | |
| // The final color we want to emulate is generated by rendering a color shadow (C_rgb) using an | |
| // alpha computed from the color's luminance (C_a), and then a black shadow with alpha (S_a) | |
| // which is an adjusted value of 'a'. Assuming SrcOver, a background color of B_rgb, and | |
| // ignoring edge falloff, this becomes | |
| // | |
| // (C_a - S_a*C_a)*C_rgb + (1 - (S_a + C_a - S_a*C_a))*B_rgb | |
| // | |
| // Assuming premultiplied alpha, this means we scale the color by (C_a - S_a*C_a) and | |
| // set the alpha to (S_a + C_a - S_a*C_a). | |
| SkScalar colorScale = colorAlpha*(SK_Scalar1 - greyscaleAlpha); | |
| SkScalar tonalAlpha = colorScale + greyscaleAlpha; | |
| SkScalar unPremulScale = colorScale / tonalAlpha; | |
| *outSpotColor = SkColorSetARGB(tonalAlpha*255.999f, | |
| unPremulScale*spotR, | |
| unPremulScale*spotG, | |
| unPremulScale*spotB); | |
| } | |
| static bool 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) { | |
| SkPoint pt = { lightPos.fX, lightPos.fY }; | |
| if (!SkToBool(flags & kDirectionalLight_ShadowFlag)) { | |
| // If light position is in device space, need to transform to local space | |
| // before applying to SkCanvas. | |
| SkMatrix inverse; | |
| if (!ctm.invert(&inverse)) { | |
| return false; | |
| } | |
| pt = inverse.mapPoint(pt); | |
| } | |
| rec->fZPlaneParams = zPlaneParams; | |
| rec->fLightPos = { pt.fX, pt.fY, lightPos.fZ }; | |
| rec->fLightRadius = lightRadius; | |
| rec->fAmbientColor = ambientColor; | |
| rec->fSpotColor = spotColor; | |
| rec->fFlags = flags; | |
| return true; | |
| } | |
| // Draw an offset spot shadow and outlining ambient shadow for the given path. | |
| void SkShadowUtils::DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams, | |
| const SkPoint3& lightPos, SkScalar lightRadius, | |
| SkColor ambientColor, SkColor spotColor, | |
| uint32_t flags) { | |
| SkDrawShadowRec rec; | |
| if (!fill_shadow_rec(path, zPlaneParams, lightPos, lightRadius, ambientColor, spotColor, | |
| flags, canvas->getTotalMatrix(), &rec)) { | |
| return; | |
| } | |
| canvas->private_draw_shadow_rec(path, rec); | |
| } | |
| bool SkShadowUtils::GetLocalBounds(const SkMatrix& ctm, const SkPath& path, | |
| const SkPoint3& zPlaneParams, const SkPoint3& lightPos, | |
| SkScalar lightRadius, uint32_t flags, SkRect* bounds) { | |
| SkDrawShadowRec rec; | |
| if (!fill_shadow_rec(path, zPlaneParams, lightPos, lightRadius, SK_ColorBLACK, SK_ColorBLACK, | |
| flags, ctm, &rec)) { | |
| return false; | |
| } | |
| SkDrawShadowMetrics::GetLocalBounds(path, rec, ctm, bounds); | |
| return true; | |
| } | |
| ////////////////////////////////////////////////////////////////////////////////////////////// | |
| static bool validate_rec(const SkDrawShadowRec& rec) { | |
| return rec.fLightPos.isFinite() && rec.fZPlaneParams.isFinite() && | |
| SkIsFinite(rec.fLightRadius); | |
| } | |
| void SkDevice::drawShadow(SkCanvas* canvas, const SkPath& path, const SkDrawShadowRec& rec) { | |
| if (!validate_rec(rec)) { | |
| return; | |
| } | |
| SkMatrix viewMatrix = this->localToDevice(); | |
| #if !defined(SK_ENABLE_OPTIMIZE_SIZE) | |
| auto drawVertsProc = [this](const SkVertices* vertices, SkBlendMode mode, const SkPaint& paint, | |
| SkScalar tx, SkScalar ty, bool hasPerspective) { | |
| if (vertices->priv().vertexCount()) { | |
| // For perspective shadows we've already computed the shadow in world space, | |
| // and we can't translate it without changing it. Otherwise we concat the | |
| // change in translation from the cached version. | |
| SkAutoDeviceTransformRestore adr( | |
| this, | |
| hasPerspective ? SkM44() | |
| : this->localToDevice44() * SkM44::Translate(tx, ty)); | |
| // The vertex colors for a tesselated shadow polygon are always either opaque black | |
| // or transparent and their real contribution to the final blended color is via | |
| // their alpha. We can skip expensive per-vertex color conversion for this. | |
| this->drawVertices(vertices, SkBlender::Mode(mode), paint, /*skipColorXform=*/true); | |
| } | |
| }; | |
| ShadowedPath shadowedPath(&path, &viewMatrix); | |
| bool tiltZPlane = tilted(rec.fZPlaneParams); | |
| bool transparent = SkToBool(rec.fFlags & SkShadowFlags::kTransparentOccluder_ShadowFlag); | |
| bool useBlur = SkToBool(rec.fFlags & SkShadowFlags::kConcaveBlurOnly_ShadowFlag) && | |
| !path.isConvex(); | |
| bool uncached = tiltZPlane || path.isVolatile(); | |
| #endif | |
| bool directional = SkToBool(rec.fFlags & SkShadowFlags::kDirectionalLight_ShadowFlag); | |
| SkPoint3 zPlaneParams = rec.fZPlaneParams; | |
| SkPoint3 devLightPos = rec.fLightPos; | |
| if (!directional) { | |
| viewMatrix.mapPoints({(SkPoint*)&devLightPos.fX, 1}); | |
| } | |
| float lightRadius = rec.fLightRadius; | |
| if (SkColorGetA(rec.fAmbientColor) > 0) { | |
| SkAutoDeviceTransformRestore adr(this, SkM44()); | |
| bool success = false; | |
| #if !defined(SK_ENABLE_OPTIMIZE_SIZE) | |
| if (uncached && !useBlur) { | |
| sk_sp<SkVertices> vertices = SkShadowTessellator::MakeAmbient(path, viewMatrix, | |
| zPlaneParams, | |
| transparent); | |
| if (vertices) { | |
| SkPaint paint; | |
| // Run the vertex color through a GaussianColorFilter and then modulate the | |
| // grayscale result of that against our 'color' param. | |
| paint.setColorFilter( | |
| SkColorFilters::Blend(rec.fAmbientColor, | |
| SkBlendMode::kModulate)->makeComposed( | |
| SkColorFilterPriv::MakeGaussian())); | |
| // The vertex colors for a tesselated shadow polygon are always either opaque black | |
| // or transparent and their real contribution to the final blended color is via | |
| // their alpha. We can skip expensive per-vertex color conversion for this. | |
| this->drawVertices(vertices.get(), | |
| SkBlender::Mode(SkBlendMode::kDst), | |
| paint, | |
| /*skipColorXform=*/true); | |
| success = true; | |
| } | |
| } | |
| if (!success && !useBlur) { | |
| AmbientVerticesFactory factory; | |
| factory.fOccluderHeight = zPlaneParams.fZ; | |
| factory.fTransparent = transparent; | |
| if (viewMatrix.hasPerspective()) { | |
| factory.fOffset.set(0, 0); | |
| } else { | |
| factory.fOffset.fX = viewMatrix.getTranslateX(); | |
| factory.fOffset.fY = viewMatrix.getTranslateY(); | |
| } | |
| success = draw_shadow(factory, drawVertsProc, shadowedPath, rec.fAmbientColor); | |
| } | |
| #endif // !defined(SK_ENABLE_OPTIMIZE_SIZE) | |
| // All else has failed, draw with blur | |
| if (!success) { | |
| // Pretransform the path to avoid transforming the stroke, below. | |
| SkPath devSpacePath = path.makeTransform(canvas->getLocalToDeviceAs3x3()); | |
| devSpacePath.setIsVolatile(true); | |
| // The tesselator outsets by AmbientBlurRadius (or 'r') to get the outer ring of | |
| // the tesselation, and sets the alpha on the path to 1/AmbientRecipAlpha (or 'a'). | |
| // | |
| // We want to emulate this with a blur. The full blur width (2*blurRadius or 'f') | |
| // can be calculated by interpolating: | |
| // | |
| // original edge outer edge | |
| // | |<---------- r ------>| | |
| // |<------|--- f -------------->| | |
| // | | | | |
| // alpha = 1 alpha = a alpha = 0 | |
| // | |
| // Taking ratios, f/1 = r/a, so f = r/a and blurRadius = f/2. | |
| // | |
| // We now need to outset the path to place the new edge in the center of the | |
| // blur region: | |
| // | |
| // original new | |
| // | |<------|--- r ------>| | |
| // |<------|--- f -|------------>| | |
| // | |<- o ->|<--- f/2 --->| | |
| // | |
| // r = o + f/2, so o = r - f/2 | |
| // | |
| // We outset by using the stroker, so the strokeWidth is o/2. | |
| // | |
| SkScalar devSpaceOutset = SkDrawShadowMetrics::AmbientBlurRadius(zPlaneParams.fZ); | |
| SkScalar oneOverA = SkDrawShadowMetrics::AmbientRecipAlpha(zPlaneParams.fZ); | |
| SkScalar blurRadius = 0.5f*devSpaceOutset*oneOverA; | |
| SkScalar strokeWidth = 0.5f*(devSpaceOutset - blurRadius); | |
| // Now draw with blur | |
| SkAutoCanvasRestore autoRestore(canvas, /*doSave=*/true); | |
| canvas->setMatrix(SkM44()); | |
| SkPaint paint; | |
| paint.setColor(rec.fAmbientColor); | |
| paint.setStrokeWidth(strokeWidth); | |
| paint.setStyle(SkPaint::kStrokeAndFill_Style); | |
| SkScalar sigma = SkBlurMask::ConvertRadiusToSigma(blurRadius); | |
| paint.setMaskFilter(SkMaskFilter::MakeBlur(kNormal_SkBlurStyle, sigma, | |
| /*respectCTM=*/false)); | |
| canvas->drawPath(devSpacePath, paint); | |
| } | |
| } | |
| if (SkColorGetA(rec.fSpotColor) > 0) { | |
| SkAutoDeviceTransformRestore adr(this, SkM44()); | |
| bool success = false; | |
| #if !defined(SK_ENABLE_OPTIMIZE_SIZE) | |
| if (uncached && !useBlur) { | |
| sk_sp<SkVertices> vertices = SkShadowTessellator::MakeSpot(path, viewMatrix, | |
| zPlaneParams, | |
| devLightPos, lightRadius, | |
| transparent, | |
| directional); | |
| if (vertices) { | |
| SkPaint paint; | |
| // Run the vertex color through a GaussianColorFilter and then modulate the | |
| // grayscale result of that against our 'color' param. | |
| paint.setColorFilter( | |
| SkColorFilters::Blend(rec.fSpotColor, | |
| SkBlendMode::kModulate)->makeComposed( | |
| SkColorFilterPriv::MakeGaussian())); | |
| // The vertex colors for a tesselated shadow polygon are always either opaque black | |
| // or transparent and their real contribution to the final blended color is via | |
| // their alpha. We can skip expensive per-vertex color conversion for this. | |
| this->drawVertices(vertices.get(), | |
| SkBlender::Mode(SkBlendMode::kDst), | |
| paint, | |
| /*skipColorXform=*/true); | |
| success = true; | |
| } | |
| } | |
| if (!success && !useBlur) { | |
| SpotVerticesFactory factory; | |
| factory.fOccluderHeight = zPlaneParams.fZ; | |
| factory.fDevLightPos = devLightPos; | |
| factory.fLightRadius = lightRadius; | |
| SkPoint center = SkPoint::Make(path.getBounds().centerX(), path.getBounds().centerY()); | |
| factory.fLocalCenter = center; | |
| center = viewMatrix.mapPoint(center); | |
| SkScalar radius, scale; | |
| if (SkToBool(rec.fFlags & kDirectionalLight_ShadowFlag)) { | |
| SkDrawShadowMetrics::GetDirectionalParams(zPlaneParams.fZ, devLightPos.fX, | |
| devLightPos.fY, devLightPos.fZ, | |
| lightRadius, &radius, &scale, | |
| &factory.fOffset); | |
| } else { | |
| SkDrawShadowMetrics::GetSpotParams(zPlaneParams.fZ, devLightPos.fX - center.fX, | |
| devLightPos.fY - center.fY, devLightPos.fZ, | |
| lightRadius, &radius, &scale, &factory.fOffset); | |
| } | |
| SkRect devBounds; | |
| viewMatrix.mapRect(&devBounds, path.getBounds()); | |
| if (transparent || | |
| SkTAbs(factory.fOffset.fX) > 0.5f*devBounds.width() || | |
| SkTAbs(factory.fOffset.fY) > 0.5f*devBounds.height()) { | |
| // if the translation of the shadow is big enough we're going to end up | |
| // filling the entire umbra, we can treat these as all the same | |
| if (directional) { | |
| factory.fOccluderType = | |
| SpotVerticesFactory::OccluderType::kDirectionalTransparent; | |
| } else { | |
| factory.fOccluderType = SpotVerticesFactory::OccluderType::kPointTransparent; | |
| } | |
| } else if (directional) { | |
| factory.fOccluderType = SpotVerticesFactory::OccluderType::kDirectional; | |
| } else if (factory.fOffset.length()*scale + scale < radius) { | |
| // if we don't translate more than the blur distance, can assume umbra is covered | |
| factory.fOccluderType = SpotVerticesFactory::OccluderType::kPointOpaqueNoUmbra; | |
| } else if (path.isConvex()) { | |
| factory.fOccluderType = SpotVerticesFactory::OccluderType::kPointOpaquePartialUmbra; | |
| } else { | |
| factory.fOccluderType = SpotVerticesFactory::OccluderType::kPointTransparent; | |
| } | |
| // need to add this after we classify the shadow | |
| factory.fOffset.fX += viewMatrix.getTranslateX(); | |
| factory.fOffset.fY += viewMatrix.getTranslateY(); | |
| SkColor color = rec.fSpotColor; | |
| #ifdef DEBUG_SHADOW_CHECKS | |
| switch (factory.fOccluderType) { | |
| case SpotVerticesFactory::OccluderType::kPointTransparent: | |
| color = 0xFFD2B48C; // tan for transparent | |
| break; | |
| case SpotVerticesFactory::OccluderType::kPointOpaquePartialUmbra: | |
| color = 0xFFFFA500; // orange for opaque | |
| break; | |
| case SpotVerticesFactory::OccluderType::kPointOpaqueNoUmbra: | |
| color = 0xFFE5E500; // corn yellow for covered | |
| break; | |
| case SpotVerticesFactory::OccluderType::kDirectional: | |
| case SpotVerticesFactory::OccluderType::kDirectionalTransparent: | |
| color = 0xFF550000; // dark red for directional | |
| break; | |
| } | |
| #endif | |
| success = draw_shadow(factory, drawVertsProc, shadowedPath, color); | |
| } | |
| #endif // !defined(SK_ENABLE_OPTIMIZE_SIZE) | |
| // All else has failed, draw with blur | |
| if (!success) { | |
| SkMatrix shadowMatrix; | |
| SkScalar radius; | |
| if (!SkDrawShadowMetrics::GetSpotShadowTransform(devLightPos, lightRadius, | |
| canvas->getLocalToDeviceAs3x3(), | |
| zPlaneParams, | |
| path.getBounds(), directional, | |
| &shadowMatrix, &radius)) { | |
| return; | |
| } | |
| SkAutoCanvasRestore autoRestore(canvas, /*doSave=*/true); | |
| // And draw with blur | |
| canvas->setMatrix(shadowMatrix); | |
| SkPaint paint; | |
| paint.setColor(rec.fSpotColor); | |
| SkScalar sigma = SkBlurMask::ConvertRadiusToSigma(radius); | |
| paint.setMaskFilter(SkMaskFilter::MakeBlur(kNormal_SkBlurStyle, sigma, | |
| /*respectCTM=*/false)); | |
| canvas->drawPath(path, paint); | |
| } | |
| } | |
| } |