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/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkPathEffect.h"
#include "SkShadowPaintFilterCanvas.h"
#ifdef SK_EXPERIMENTAL_SHADOWING
SkShadowPaintFilterCanvas::SkShadowPaintFilterCanvas(SkCanvas *canvas)
: SkPaintFilterCanvas(canvas) {
fShadowParams.fShadowRadius = 0.0f;
fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
fShadowParams.fBiasingConstant = 0.0f;
fShadowParams.fMinVariance = 0.0f;
}
// TODO use a shader instead
bool SkShadowPaintFilterCanvas::onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const {
if (*paint) {
int z = this->getZ();
SkASSERT(z <= 0xFF && z >= 0x00);
SkPaint newPaint;
newPaint.setPathEffect(sk_ref_sp<SkPathEffect>((*paint)->getPathEffect()));
SkColor color = 0xFF000000; // init color to opaque black
color |= z; // Put the index into the blue component
if (fShadowParams.fType == SkShadowParams::kVariance_ShadowType) {
int z2 = z * z;
if (z2 > 255 * 256) {
color |= 0xff00;
} else {
// Let's only store the more significant bits of z2 to save space.
// In practice, this should barely impact shadow blur quality.
color |= z2 & 0x0000ff00;
}
}
newPaint.setColor(color);
*paint->writable() = newPaint;
}
return true;
}
SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
int width, int height) {
if (light.type() != SkLights::Light::kDirectional_LightType) {
// Calculating the right depth map size for point lights is complex,
// as it depends on the max depth, the max depth delta, the location
// of the point light and the shapes, etc... If we take upper bounds
// on those metrics, the shadow map will be pretty big in any case.
// Thus, just using 4x the width and height seems to work for most scenes.
return SkISize::Make(width * 4, height * 4);
}
int dMapWidth = SkMin32(maxDepth * fabs(light.dir().fX) + width,
width * 2);
int dMapHeight = SkMin32(maxDepth * fabs(light.dir().fY) + height,
height * 2);
return SkISize::Make(dMapWidth, dMapHeight);
}
void SkShadowPaintFilterCanvas::setShadowParams(const SkShadowParams &params) {
fShadowParams = params;
}
void SkShadowPaintFilterCanvas::onDrawPicture(const SkPicture *picture, const SkMatrix *matrix,
const SkPaint *paint) {
SkTCopyOnFirstWrite<SkPaint> filteredPaint(paint);
if (this->onFilter(&filteredPaint, kPicture_Type)) {
SkCanvas::onDrawPicture(picture, matrix, filteredPaint);
}
}
void SkShadowPaintFilterCanvas::updateMatrix() {
// It is up to the user to set the 0th light in fLights to
// the light the want to render the depth map with.
if (this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
const SkVector3& lightDir = this->fLights->light(0).dir();
SkScalar x = lightDir.fX * this->getZ();
SkScalar y = lightDir.fY * this->getZ();
this->translate(x, y);
} else if (this->fLights->light(0).type() == SkLights::Light::kPoint_LightType) {
SkISize size = this->getBaseLayerSize();
SkPoint3 lightPos = this->fLights->light(0).pos();
// shadow maps for point lights are 4x the size of the diffuse map, by experimentation
// (see SPFCanvas::ComputeDepthMapSize())
SkScalar diffuseHeight = size.fHeight / 4.0f;
// move point light with canvas's CTM
SkPoint lightPoint = SkPoint::Make(lightPos.fX, diffuseHeight - lightPos.fY);
SkMatrix mat = this->getTotalMatrix();
if (mat.invert(&mat)) {
mat.mapPoints(&lightPoint, 1);
}
lightPoint.set(lightPoint.fX, diffuseHeight - lightPoint.fY);
// center the shadow map
// note: the 3/8 constant is specific to the 4.0 depth map size multiplier
mat = this->getTotalMatrix();
mat.postTranslate(size.width() * 0.375f, size.height() * 0.375f);
this->setMatrix(mat);
// project shapes onto canvas as shadows
SkScalar scale = (lightPos.fZ) / (lightPos.fZ - this->getZ());
this->scale(scale, scale);
this->translate(-lightPoint.fX * this->getZ() /
((lightPos.fZ - this->getZ()) * scale),
-(diffuseHeight - lightPoint.fY) * this->getZ() /
((lightPos.fZ - this->getZ()) * scale));
}
}
void SkShadowPaintFilterCanvas::onDrawPaint(const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPaint(paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPoints(mode, count, pts, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawRect(const SkRect &rect, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawRect(rect, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawRRect(const SkRRect &rrect, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawRRect(rrect, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawDRRect(const SkRRect &outer, const SkRRect &inner,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawDRRect(outer, inner, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawOval(const SkRect &rect, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawOval(rect, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawArc(const SkRect &rect, SkScalar startAngle,
SkScalar sweepAngle, bool useCenter,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawArc(rect, startAngle, sweepAngle, useCenter, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPath(const SkPath &path, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPath(path, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawBitmap(const SkBitmap &bm, SkScalar left, SkScalar top,
const SkPaint *paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawBitmap(bm, left, top, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawBitmapRect(const SkBitmap &bm, const SkRect *src,
const SkRect &dst, const SkPaint *paint,
SrcRectConstraint constraint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawBitmapNine(const SkBitmap &bm, const SkIRect &center,
const SkRect &dst, const SkPaint *paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawBitmapNine(bm, center, dst, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawImage(const SkImage *image, SkScalar left,
SkScalar top, const SkPaint *paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawImage(image, left, top, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawImageRect(const SkImage *image, const SkRect *src,
const SkRect &dst, const SkPaint *paint,
SrcRectConstraint constraint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawImageNine(const SkImage *image, const SkIRect &center,
const SkRect &dst, const SkPaint *paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawImageNine(image, center, dst, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawVertices(VertexMode vmode, int vertexCount,
const SkPoint vertices[], const SkPoint texs[],
const SkColor colors[], SkXfermode *xmode,
const uint16_t indices[], int indexCount,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors,
xmode, indices, indexCount, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPatch(const SkPoint cubics[], const SkColor colors[],
const SkPoint texCoords[], SkXfermode *xmode,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawText(const void *text, size_t byteLength, SkScalar x,
SkScalar y, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawText(text, byteLength, x, y, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPosText(const void *text, size_t byteLength,
const SkPoint pos[], const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPosText(text, byteLength, pos, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPosTextH(const void *text, size_t byteLength,
const SkScalar xpos[],
SkScalar constY, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawTextOnPath(const void *text, size_t byteLength,
const SkPath &path, const SkMatrix *matrix,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawTextRSXform(const void *text, size_t byteLength,
const SkRSXform xform[], const SkRect *cull,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawTextBlob(const SkTextBlob *blob, SkScalar x, SkScalar y,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawTextBlob(blob, x, y, paint);
this->restore();
}
#endif