2017-01-13 19:37:37 +00:00
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/*
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* Copyright 2017 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkShadowUtils_DEFINED
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#define SkShadowUtils_DEFINED
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#include "SkColor.h"
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#include "SkScalar.h"
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2017-01-16 18:03:37 +00:00
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#include "../private/SkShadowFlags.h"
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2017-03-27 18:25:29 +00:00
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#include <functional>
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2017-01-13 19:37:37 +00:00
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class SkCanvas;
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class SkPath;
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class SkResourceCache;
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class SkShadowUtils {
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public:
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/**
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* Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
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2017-05-10 18:13:24 +00:00
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* light. The shadow may be cached, depending on the path type and canvas matrix. If the
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* matrix is perspective or the path is volatile, it will not be cached.
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*
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* @param canvas The canvas on which to draw the shadows.
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* @param path The occluder used to generate the shadows.
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* @param zPlaneParams Values for the plane function which returns the Z offset of the
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* occluder from the canvas based on local x and y values (the current matrix is not applied).
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* @param lightPos The 3D position of the light relative to the canvas plane. This is
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* independent of the canvas's current matrix.
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* @param lightRadius The radius of the disc light.
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* @param ambientAlpha The maximum alpha of the ambient shadow.
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* @param spotAlpha The maxium alpha of the spot shadow.
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* @param color The shadow color.
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* @param flags Options controlling opaque occluder optimizations and shadow appearance. See
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* SkShadowFlags.
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*/
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static void DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams,
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const SkPoint3& lightPos, SkScalar lightRadius, SkScalar ambientAlpha,
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SkScalar spotAlpha, SkColor color,
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uint32_t flags = SkShadowFlags::kNone_ShadowFlag);
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/**
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* Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
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* light.
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*
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* Deprecated version with height value (to be removed when Flutter is updated).
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*
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* @param canvas The canvas on which to draw the shadows.
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* @param path The occluder used to generate the shadows.
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* @param occluderHeight The vertical offset of the occluder from the canvas. This is
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* independent of the canvas's current matrix.
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* @param lightPos The 3D position of the light relative to the canvas plane. This is
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* independent of the canvas's current matrix.
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* @param lightRadius The radius of the disc light.
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* @param ambientAlpha The maximum alpha of the ambient shadow.
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* @param spotAlpha The maxium alpha of the spot shadow.
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* @param color The shadow color.
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* @param flags Options controlling opaque occluder optimizations and shadow appearance. See
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* SkShadowFlags.
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*/
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static void DrawShadow(SkCanvas* canvas, const SkPath& path, SkScalar occluderHeight,
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const SkPoint3& lightPos, SkScalar lightRadius, SkScalar ambientAlpha,
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SkScalar spotAlpha, SkColor color,
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uint32_t flags = SkShadowFlags::kNone_ShadowFlag) {
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SkPoint3 zPlane = SkPoint3::Make(0, 0, occluderHeight);
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DrawShadow(canvas, path, zPlane, lightPos, lightRadius, ambientAlpha, spotAlpha,
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color, flags);
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}
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2017-06-09 15:09:03 +00:00
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/**
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* Helper routine to compute scale alpha values for one-pass tonal alpha.
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*
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* The final color we want to emulate is generated by rendering a color shadow (C_rgb) using an
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* alpha computed from the color's luminance (C_a), and then a black shadow with alpha (S_a)
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* which is an adjusted value of 'a'. Assuming SrcOver, a background color of B_rgb, and
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* ignoring edge falloff, this becomes
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*
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* (C_a - S_a*C_a)*C_rgb + (1 - (S_a + C_a - S_a*C_a))*B_rgb
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*
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* Since we use premultiplied alpha, this means we can scale the color by (C_a - S_a*C_a) and
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* set the alpha to (S_a + C_a - S_a*C_a).
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*
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* @param r Red value of color
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* @param g Red value of color
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* @param b Red value of color
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* @param a Red value of color
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* @param colorScale Factor to scale color values by
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* @param tonalAlpha Value to set alpha to
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*/
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static inline void ComputeTonalColorParams(SkScalar r, SkScalar g, SkScalar b, SkScalar a,
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SkScalar* colorScale, SkScalar* tonalAlpha) {
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SkScalar max = SkTMax(SkTMax(r, g), b);
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SkScalar min = SkTMin(SkTMin(r, g), b);
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SkScalar luminance = 0.5f*(max + min);
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// We get best results with a luminance between 0.3 and 0.5, with smoothstep applied
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SkScalar adjustedLuminance = (0.6f - 0.4f*luminance)*luminance*luminance + 0.3f;
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// Similarly, we need to tone down the given greyscale alpha depending on how
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// much color we're applying.
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a -= (0.5f*adjustedLuminance - 0.15f);
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*colorScale = adjustedLuminance*(SK_Scalar1 - a);
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*tonalAlpha = *colorScale + a;
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}
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};
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#endif
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