skia2/gm/shadowutils.cpp

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/*
* 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 "gm/gm.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.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/SkRRect.h"
#include "include/core/SkRect.h"
#include "include/core/SkScalar.h"
#include "include/core/SkTypes.h"
#include "include/private/SkShadowFlags.h"
#include "include/private/SkTArray.h"
#include "include/private/SkTDArray.h"
#include "include/utils/SkShadowUtils.h"
#include <initializer_list>
void draw_shadow(SkCanvas* canvas, const SkPath& path, SkScalar height, SkColor color,
SkPoint3 lightPos, SkScalar lightR, bool isAmbient, uint32_t flags) {
SkScalar ambientAlpha = isAmbient ? .5f : 0.f;
SkScalar spotAlpha = isAmbient ? 0.f : .5f;
SkColor ambientColor = SkColorSetARGB(ambientAlpha*SkColorGetA(color), SkColorGetR(color),
SkColorGetG(color), SkColorGetB(color));
SkColor spotColor = SkColorSetARGB(spotAlpha*SkColorGetA(color), SkColorGetR(color),
SkColorGetG(color), SkColorGetB(color));
SkShadowUtils::DrawShadow(canvas, path, SkPoint3{ 0, 0, height}, lightPos, lightR,
ambientColor, spotColor, flags);
}
Revert "Revert "Create new inset algorithm for spot shadows"" This reverts commit e7c85c45c4c0a97adc6711bb12ecacc36af4ba11. Reason for revert: <INSERT REASONING HERE> Original change's description: > Revert "Create new inset algorithm for spot shadows" > > This reverts commit e5f5bf5175e426ebb6aa234f4387831c898f20ad. > > Reason for revert: Breaking a bunch of bots. e.g: > > https://luci-milo.appspot.com/swarming/task/3519cae0a03c7b10/steps/dm/0/stdout > > Original change's description: > > Create new inset algorithm for spot shadows > > > > BUG=skia: > > > > Change-Id: If7c67c2a5b9beea28f86d13362a5156b46394d0e > > Reviewed-on: https://skia-review.googlesource.com/9875 > > Commit-Queue: Ravi Mistry <rmistry@google.com> > > Reviewed-by: Brian Salomon <bsalomon@google.com> > > Reviewed-by: Robert Phillips <robertphillips@google.com> > > > > TBR=jvanverth@google.com,bsalomon@google.com,rmistry@google.com,robertphillips@google.com,msarett@google.com,reviews@skia.org > NOPRESUBMIT=true > NOTREECHECKS=true > NOTRY=true > BUG=skia: > > Change-Id: I3d119ff631dbb1a41f873b9c8753d542ec91254e > Reviewed-on: https://skia-review.googlesource.com/10112 > Reviewed-by: Brian Salomon <bsalomon@google.com> > Commit-Queue: Brian Salomon <bsalomon@google.com> > TBR=jvanverth@google.com,bsalomon@google.com,rmistry@google.com,msarett@google.com,robertphillips@google.com,reviews@skia.org NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia: Change-Id: Ib3998300606d3a2e2fb3a14b2088cfad48363501 Reviewed-on: https://skia-review.googlesource.com/10113 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
2017-03-24 16:07:20 +00:00
static constexpr int kW = 800;
static constexpr int kH = 960;
enum ShadowMode {
kDebugColorNoOccluders,
kDebugColorOccluders,
kGrayscale
};
void draw_paths(SkCanvas* canvas, ShadowMode mode) {
SkTArray<SkPath> paths;
paths.push_back().addRoundRect(SkRect::MakeWH(50, 50), 10, 10);
SkRRect oddRRect;
oddRRect.setNinePatch(SkRect::MakeWH(50, 50), 9, 13, 6, 16);
paths.push_back().addRRect(oddRRect);
paths.push_back().addRect(SkRect::MakeWH(50, 50));
paths.push_back().addCircle(25, 25, 25);
paths.push_back().cubicTo(100, 50, 20, 100, 0, 0);
Revert "Revert "Create new inset algorithm for spot shadows"" This reverts commit e7c85c45c4c0a97adc6711bb12ecacc36af4ba11. Reason for revert: <INSERT REASONING HERE> Original change's description: > Revert "Create new inset algorithm for spot shadows" > > This reverts commit e5f5bf5175e426ebb6aa234f4387831c898f20ad. > > Reason for revert: Breaking a bunch of bots. e.g: > > https://luci-milo.appspot.com/swarming/task/3519cae0a03c7b10/steps/dm/0/stdout > > Original change's description: > > Create new inset algorithm for spot shadows > > > > BUG=skia: > > > > Change-Id: If7c67c2a5b9beea28f86d13362a5156b46394d0e > > Reviewed-on: https://skia-review.googlesource.com/9875 > > Commit-Queue: Ravi Mistry <rmistry@google.com> > > Reviewed-by: Brian Salomon <bsalomon@google.com> > > Reviewed-by: Robert Phillips <robertphillips@google.com> > > > > TBR=jvanverth@google.com,bsalomon@google.com,rmistry@google.com,robertphillips@google.com,msarett@google.com,reviews@skia.org > NOPRESUBMIT=true > NOTREECHECKS=true > NOTRY=true > BUG=skia: > > Change-Id: I3d119ff631dbb1a41f873b9c8753d542ec91254e > Reviewed-on: https://skia-review.googlesource.com/10112 > Reviewed-by: Brian Salomon <bsalomon@google.com> > Commit-Queue: Brian Salomon <bsalomon@google.com> > TBR=jvanverth@google.com,bsalomon@google.com,rmistry@google.com,msarett@google.com,robertphillips@google.com,reviews@skia.org NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia: Change-Id: Ib3998300606d3a2e2fb3a14b2088cfad48363501 Reviewed-on: https://skia-review.googlesource.com/10113 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
2017-03-24 16:07:20 +00:00
paths.push_back().addOval(SkRect::MakeWH(20, 60));
// star
SkTArray<SkPath> concavePaths;
concavePaths.push_back().moveTo(0.0f, -33.3333f);
concavePaths.back().lineTo(9.62f, -16.6667f);
concavePaths.back().lineTo(28.867f, -16.6667f);
concavePaths.back().lineTo(19.24f, 0.0f);
concavePaths.back().lineTo(28.867f, 16.6667f);
concavePaths.back().lineTo(9.62f, 16.6667f);
concavePaths.back().lineTo(0.0f, 33.3333f);
concavePaths.back().lineTo(-9.62f, 16.6667f);
concavePaths.back().lineTo(-28.867f, 16.6667f);
concavePaths.back().lineTo(-19.24f, 0.0f);
concavePaths.back().lineTo(-28.867f, -16.6667f);
concavePaths.back().lineTo(-9.62f, -16.6667f);
concavePaths.back().close();
// dumbbell
concavePaths.push_back().moveTo(50, 0);
concavePaths.back().cubicTo(100, 25, 60, 50, 50, 0);
concavePaths.back().cubicTo(0, -25, 40, -50, 50, 0);
static constexpr SkScalar kPad = 15.f;
static constexpr SkScalar kLightR = 100.f;
static constexpr SkScalar kHeight = 50.f;
// transform light position relative to canvas to handle tiling
SkPoint lightXY = canvas->getTotalMatrix().mapXY(250, 400);
SkPoint3 lightPos = { lightXY.fX, lightXY.fY, 500 };
canvas->translate(3 * kPad, 3 * kPad);
canvas->save();
SkScalar x = 0;
SkScalar dy = 0;
SkTDArray<SkMatrix> matrices;
matrices.push()->reset();
SkMatrix* m = matrices.push();
m->setRotate(33.f, 25.f, 25.f);
m->postScale(1.2f, 0.8f, 25.f, 25.f);
for (auto& m : matrices) {
for (int flags : { kNone_ShadowFlag, kTransparentOccluder_ShadowFlag }) {
int pathCounter = 0;
for (const auto& path : paths) {
SkRect postMBounds = path.getBounds();
m.mapRect(&postMBounds);
SkScalar w = postMBounds.width() + kHeight;
SkScalar dx = w + kPad;
if (x + dx > kW - 3 * kPad) {
canvas->restore();
canvas->translate(0, dy);
canvas->save();
x = 0;
dy = 0;
}
canvas->save();
canvas->concat(m);
// flip a couple of paths to test 180° rotation
if (kTransparentOccluder_ShadowFlag == flags && 0 == pathCounter % 3) {
canvas->save();
canvas->rotate(180, 25, 25);
}
if (kDebugColorNoOccluders == mode || kDebugColorOccluders == mode) {
draw_shadow(canvas, path, kHeight, SK_ColorRED, lightPos, kLightR,
true, flags);
draw_shadow(canvas, path, kHeight, SK_ColorBLUE, lightPos, kLightR,
false, flags);
} else if (kGrayscale == mode) {
SkColor ambientColor = SkColorSetARGB(0.1f * 255, 0, 0, 0);
SkColor spotColor = SkColorSetARGB(0.25f * 255, 0, 0, 0);
SkShadowUtils::DrawShadow(canvas, path, SkPoint3{0, 0, kHeight}, lightPos,
kLightR, ambientColor, spotColor, flags);
}
SkPaint paint;
paint.setAntiAlias(true);
if (kDebugColorNoOccluders == mode) {
// Draw the path outline in green on top of the ambient and spot shadows.
if (SkToBool(flags & kTransparentOccluder_ShadowFlag)) {
paint.setColor(SK_ColorCYAN);
} else {
paint.setColor(SK_ColorGREEN);
}
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(0);
} else {
paint.setColor(kDebugColorOccluders == mode ? SK_ColorLTGRAY : SK_ColorWHITE);
if (SkToBool(flags & kTransparentOccluder_ShadowFlag)) {
paint.setAlphaf(0.5f);
}
paint.setStyle(SkPaint::kFill_Style);
}
canvas->drawPath(path, paint);
if (kTransparentOccluder_ShadowFlag == flags && 0 == pathCounter % 3) {
canvas->restore();
}
canvas->restore();
canvas->translate(dx, 0);
x += dx;
dy = std::max(dy, postMBounds.height() + kPad + kHeight);
++pathCounter;
}
}
}
// concave paths
canvas->restore();
canvas->translate(kPad, dy);
canvas->save();
x = kPad;
dy = 0;
for (auto& m : matrices) {
// for the concave paths we are not clipping, so transparent and opaque are the same
for (const auto& path : concavePaths) {
SkRect postMBounds = path.getBounds();
m.mapRect(&postMBounds);
SkScalar w = postMBounds.width() + kHeight;
SkScalar dx = w + kPad;
canvas->save();
canvas->concat(m);
if (kDebugColorNoOccluders == mode || kDebugColorOccluders == mode) {
draw_shadow(canvas, path, kHeight, SK_ColorRED, lightPos, kLightR,
true, kNone_ShadowFlag);
draw_shadow(canvas, path, kHeight, SK_ColorBLUE, lightPos, kLightR,
false, kNone_ShadowFlag);
} else if (kGrayscale == mode) {
SkColor ambientColor = SkColorSetARGB(0.1f * 255, 0, 0, 0);
SkColor spotColor = SkColorSetARGB(0.25f * 255, 0, 0, 0);
SkShadowUtils::DrawShadow(canvas, path, SkPoint3{ 0, 0, kHeight }, lightPos,
kLightR, ambientColor, spotColor, kNone_ShadowFlag);
}
SkPaint paint;
paint.setAntiAlias(true);
if (kDebugColorNoOccluders == mode) {
// Draw the path outline in green on top of the ambient and spot shadows.
paint.setColor(SK_ColorGREEN);
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(0);
} else {
paint.setColor(kDebugColorOccluders == mode ? SK_ColorLTGRAY : SK_ColorWHITE);
paint.setStyle(SkPaint::kFill_Style);
}
canvas->drawPath(path, paint);
canvas->restore();
canvas->translate(dx, 0);
x += dx;
dy = std::max(dy, postMBounds.height() + kPad + kHeight);
}
}
// Show where the light is in x,y as a circle (specified in device space).
SkMatrix invCanvasM = canvas->getTotalMatrix();
if (invCanvasM.invert(&invCanvasM)) {
canvas->save();
canvas->concat(invCanvasM);
SkPaint paint;
paint.setColor(SK_ColorBLACK);
paint.setAntiAlias(true);
canvas->drawCircle(lightPos.fX, lightPos.fY, kLightR / 10.f, paint);
canvas->restore();
}
}
DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
draw_paths(canvas, kDebugColorNoOccluders);
}
DEF_SIMPLE_GM(shadow_utils_occl, canvas, kW, kH) {
draw_paths(canvas, kDebugColorOccluders);
}
DEF_SIMPLE_GM(shadow_utils_gray, canvas, kW, kH) {
draw_paths(canvas, kGrayscale);
}
#include "include/effects/SkGradientShader.h"
#include "src/core/SkColorFilterPriv.h"
DEF_SIMPLE_GM(shadow_utils_gaussian_colorfilter, canvas, 512, 256) {
const SkRect r = SkRect::MakeWH(256, 256);
const SkColor colors[] = { 0, 0xFF000000 };
auto sh = SkGradientShader::MakeRadial({r.centerX(), r.centerY()}, r.width(),
colors, nullptr, SK_ARRAY_COUNT(colors),
SkTileMode::kClamp);
SkPaint redPaint;
redPaint.setColor(SK_ColorRED);
SkPaint paint;
paint.setShader(sh);
canvas->drawRect(r, redPaint);
canvas->drawRect(r, paint);
canvas->translate(256, 0);
paint.setColorFilter(SkColorFilterPriv::MakeGaussian());
canvas->drawRect(r, redPaint);
canvas->drawRect(r, paint);
}