Unify ShadowUtils interface
Bug: skia: Change-Id: I116bec82783d297e91ef061217b5e61f7ff16a76 Reviewed-on: https://skia-review.googlesource.com/16371 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
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@ -12,24 +12,17 @@
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#include "SkShadowUtils.h"
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void draw_shadow(SkCanvas* canvas, const SkPath& path, int height, SkColor color, SkPoint3 lightPos,
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SkScalar lightR, bool isAmbient, uint32_t flags, SkResourceCache* cache) {
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SkScalar lightR, bool isAmbient, uint32_t flags) {
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SkScalar ambientAlpha = isAmbient ? .5f : 0.f;
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SkScalar spotAlpha = isAmbient ? 0.f : .5f;
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SkShadowUtils::DrawShadow(canvas, path, height, lightPos, lightR, ambientAlpha, spotAlpha,
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color, flags, cache);
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color, flags);
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}
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static constexpr int kW = 800;
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static constexpr int kH = 800;
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DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
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// SkShadowUtils uses a cache of SkVertices meshes. The vertices are created in a local
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// coordinate system and then translated when reused. The coordinate system depends on
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// parameters to the generating draw. If other threads are hitting the cache while this GM is
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// running then we may have different cache behavior leading to slight rendering differences.
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// To avoid that we use our own isolated cache rather than the global cache.
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SkResourceCache cache(1 << 20);
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SkTArray<SkPath> paths;
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paths.push_back().addRoundRect(SkRect::MakeWH(50, 50), 10, 10);
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SkRRect oddRRect;
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@ -70,10 +63,8 @@ DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
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canvas->save();
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canvas->concat(m);
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draw_shadow(canvas, path, kHeight, SK_ColorRED, kLightPos, kLightR, true, flags,
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&cache);
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draw_shadow(canvas, path, kHeight, SK_ColorBLUE, kLightPos, kLightR, false, flags,
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&cache);
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draw_shadow(canvas, path, kHeight, SK_ColorRED, kLightPos, kLightR, true, flags);
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draw_shadow(canvas, path, kHeight, SK_ColorBLUE, kLightPos, kLightR, false, flags);
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// Draw the path outline in green on top of the ambient and spot shadows.
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SkPaint paint;
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@ -21,12 +21,14 @@ 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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* light.
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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 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 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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* If the canvas matrix is not perspective, then only zPlaneParams.fZ is used.
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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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@ -35,20 +37,47 @@ public:
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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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* @param cache Used for testing purposes. Clients should pass nullptr (default).
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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 Android and Flutter are 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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SkResourceCache* cache = nullptr);
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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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#ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
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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. Takes a function to vary the z value based on the local x and y position.
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* This shadow will not be cached, as the assumption is that this will be used for animation.
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*
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* Deprecated version with height functor (to be removed when Android is updated).
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* Deprecated (to be removed when Android 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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@ -73,35 +102,10 @@ public:
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zPlane.fX = heightFunc(1, 0) - zPlane.fZ;
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zPlane.fY = heightFunc(0, 1) - zPlane.fZ;
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DrawUncachedShadow(canvas, path, zPlane, lightPos, lightRadius, ambientAlpha, spotAlpha,
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color, flags);
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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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/**
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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. Uses a plane function to vary the z value based on the local x and y position.
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* This shadow will not be cached, as the assumption is that this will be used for animation.
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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 DrawUncachedShadow(SkCanvas* canvas, const SkPath& path,
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const SkPoint3& zPlaneParams,
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const SkPoint3& lightPos, SkScalar lightRadius,
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SkScalar ambientAlpha, SkScalar spotAlpha, SkColor color,
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uint32_t flags = SkShadowFlags::kNone_ShadowFlag);
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#endif
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};
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#endif
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@ -145,13 +145,9 @@ protected:
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if (fUseAlt) {
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flags |= SkShadowFlags::kGeometricOnly_ShadowFlag;
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}
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//SkShadowUtils::DrawShadow(canvas, path,
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// zValue,
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// lightPos, lightWidth,
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// ambientAlpha, spotAlpha, SK_ColorBLACK, flags);
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SkShadowUtils::DrawUncachedShadow(canvas, path, zPlaneParams,
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lightPos, lightWidth,
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ambientAlpha, spotAlpha, SK_ColorBLACK, flags);
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SkShadowUtils::DrawShadow(canvas, path, zPlaneParams,
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lightPos, lightWidth,
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ambientAlpha, spotAlpha, SK_ColorBLACK, flags);
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if (fShowObject) {
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canvas->drawPath(path, paint);
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@ -126,16 +126,12 @@ protected:
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if (fUseAlt) {
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flags |= SkShadowFlags::kGeometricOnly_ShadowFlag;
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}
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//SkShadowUtils::DrawShadow(canvas, path,
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// zValue,
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// lightPos, lightWidth,
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// ambientAlpha, spotAlpha, SK_ColorBLACK, flags);
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SkShadowUtils::DrawUncachedShadow(canvas, path, zPlaneParams,
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lightPos, lightWidth,
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ambientAlpha, 0, SK_ColorRED, flags);
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SkShadowUtils::DrawUncachedShadow(canvas, path, zPlaneParams,
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lightPos, lightWidth,
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0, spotAlpha, SK_ColorBLUE, flags);
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SkShadowUtils::DrawShadow(canvas, path, zPlaneParams,
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lightPos, lightWidth,
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ambientAlpha, 0, SK_ColorRED, flags);
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SkShadowUtils::DrawShadow(canvas, path, zPlaneParams,
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lightPos, lightWidth,
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0, spotAlpha, SK_ColorBLUE, flags);
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if (fShowObject) {
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canvas->drawPath(path, paint);
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@ -441,8 +441,7 @@ static void* kNamespace;
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* they are first found in SkResourceCache.
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*/
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template <typename FACTORY>
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void draw_shadow(const FACTORY& factory, SkCanvas* canvas, ShadowedPath& path, SkColor color,
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SkResourceCache* cache) {
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void draw_shadow(const FACTORY& factory, SkCanvas* canvas, ShadowedPath& path, SkColor color) {
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FindContext<FACTORY> context(&path.viewMatrix(), &factory);
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SkResourceCache::Key* key = nullptr;
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@ -453,11 +452,7 @@ void draw_shadow(const FACTORY& factory, SkCanvas* canvas, ShadowedPath& path, S
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key = new (keyStorage.begin()) SkResourceCache::Key();
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path.writeKey((uint32_t*)(keyStorage.begin() + sizeof(*key)));
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key->init(&kNamespace, resource_cache_shared_id(), keyDataBytes);
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if (cache) {
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cache->find(*key, FindVisitor<FACTORY>, &context);
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} else {
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SkResourceCache::Find(*key, FindVisitor<FACTORY>, &context);
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}
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SkResourceCache::Find(*key, FindVisitor<FACTORY>, &context);
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}
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sk_sp<SkVertices> vertices;
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@ -482,11 +477,7 @@ void draw_shadow(const FACTORY& factory, SkCanvas* canvas, ShadowedPath& path, S
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return;
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}
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auto rec = new CachedTessellationsRec(*key, std::move(tessellations));
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if (cache) {
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cache->add(rec);
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} else {
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SkResourceCache::Add(rec);
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}
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SkResourceCache::Add(rec);
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} else {
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vertices = factory.makeVertices(path.path(), path.viewMatrix());
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if (!vertices) {
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@ -585,13 +576,13 @@ static SkColor compute_render_color(SkColor color, float alpha) {
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}
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// Draw an offset spot shadow and outlining ambient shadow for the given path.
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void SkShadowUtils::DrawShadow(SkCanvas* canvas, const SkPath& path, SkScalar occluderHeight,
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void SkShadowUtils::DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams,
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const SkPoint3& devLightPos, SkScalar lightRadius,
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SkScalar ambientAlpha, SkScalar spotAlpha, SkColor color,
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uint32_t flags, SkResourceCache* cache) {
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uint32_t flags) {
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// try fast paths
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bool skipAnalytic = SkToBool(flags & SkShadowFlags::kGeometricOnly_ShadowFlag);
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if (!skipAnalytic && draw_analytic_shadows(canvas, path, occluderHeight, devLightPos,
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if (!skipAnalytic && draw_analytic_shadows(canvas, path, zPlaneParams.fZ, devLightPos,
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lightRadius, ambientAlpha, spotAlpha, color,
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flags)) {
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return;
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@ -604,124 +595,63 @@ void SkShadowUtils::DrawShadow(SkCanvas* canvas, const SkPath& path, SkScalar oc
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ShadowedPath shadowedPath(&path, &viewMatrix);
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bool transparent = SkToBool(flags & SkShadowFlags::kTransparentOccluder_ShadowFlag);
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bool uncached = viewMatrix.hasPerspective() || path.isVolatile();
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if (ambientAlpha > 0) {
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ambientAlpha = SkTMin(ambientAlpha, 1.f);
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AmbientVerticesFactory factory;
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factory.fOccluderHeight = occluderHeight;
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factory.fTransparent = transparent;
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SkColor renderColor = compute_render_color(color, ambientAlpha);
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draw_shadow(factory, canvas, shadowedPath, renderColor, cache);
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}
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if (spotAlpha > 0) {
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spotAlpha = SkTMin(spotAlpha, 1.f);
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SpotVerticesFactory factory;
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float zRatio = SkTPin(occluderHeight / (devLightPos.fZ - occluderHeight), 0.0f, 0.95f);
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SkScalar radius = lightRadius * zRatio;
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// Compute the scale and translation for the spot shadow.
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SkScalar scale = devLightPos.fZ / (devLightPos.fZ - occluderHeight);
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SkPoint center = SkPoint::Make(path.getBounds().centerX(), path.getBounds().centerY());
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viewMatrix.mapPoints(¢er, 1);
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factory.fOffset = SkVector::Make(zRatio * (center.fX - devLightPos.fX),
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zRatio * (center.fY - devLightPos.fY));
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factory.fOccluderHeight = occluderHeight;
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factory.fDevLightPos = devLightPos;
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factory.fLightRadius = lightRadius;
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SkRRect rrect;
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if (transparent) {
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kTransparent;
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if (uncached) {
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sk_sp<SkVertices> vertices = SkShadowTessellator::MakeAmbient(path, viewMatrix,
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zPlaneParams,
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transparent);
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SkColor renderColor = compute_render_color(color, ambientAlpha);
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SkPaint paint;
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// Run the vertex color through a GaussianColorFilter and then modulate the grayscale
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// result of that against our 'color' param.
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paint.setColorFilter(SkColorFilter::MakeComposeFilter(
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SkColorFilter::MakeModeFilter(renderColor, SkBlendMode::kModulate),
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SkGaussianColorFilter::Make()));
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canvas->drawVertices(vertices, SkBlendMode::kModulate, paint);
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} else {
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kOpaque;
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if (shadowedPath.isRRect(&rrect)) {
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SkRRect devRRect;
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if (rrect.transform(viewMatrix, &devRRect)) {
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SkScalar s = 1.f - scale;
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SkScalar w = devRRect.width();
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SkScalar h = devRRect.height();
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SkScalar hw = w / 2.f;
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SkScalar hh = h / 2.f;
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SkScalar umbraInsetX = s * hw + radius;
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SkScalar umbraInsetY = s * hh + radius;
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// The umbra is inset by radius along the diagonal, so adjust for that.
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SkScalar d = 1.f / SkScalarSqrt(hw * hw + hh * hh);
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umbraInsetX *= hw * d;
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umbraInsetY *= hh * d;
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if (umbraInsetX > hw || umbraInsetY > hh) {
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// There is no umbra to occlude.
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kTransparent;
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} else if (fabsf(factory.fOffset.fX) < umbraInsetX &&
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fabsf(factory.fOffset.fY) < umbraInsetY) {
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factory.fOccluderType =
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SpotVerticesFactory::OccluderType::kOpaqueCoversUmbra;
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} else if (factory.fOffset.fX > w - umbraInsetX ||
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factory.fOffset.fY > h - umbraInsetY) {
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// There umbra is fully exposed, there is nothing to omit.
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kTransparent;
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}
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}
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}
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AmbientVerticesFactory factory;
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factory.fOccluderHeight = zPlaneParams.fZ;
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factory.fTransparent = transparent;
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SkColor renderColor = compute_render_color(color, ambientAlpha);
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draw_shadow(factory, canvas, shadowedPath, renderColor);
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}
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if (factory.fOccluderType == SpotVerticesFactory::OccluderType::kOpaque) {
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kTransparent;
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}
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SkColor renderColor = compute_render_color(color, spotAlpha);
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draw_shadow(factory, canvas, shadowedPath, renderColor, cache);
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}
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}
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// Draw an offset spot shadow and outlining ambient shadow for the given path,
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// without caching and using a function based on local position to compute the height.
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void SkShadowUtils::DrawUncachedShadow(SkCanvas* canvas, const SkPath& path,
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const SkPoint3& zPlaneParams,
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const SkPoint3& lightPos, SkScalar lightRadius,
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SkScalar ambientAlpha, SkScalar spotAlpha, SkColor color,
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uint32_t flags) {
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// try fast paths
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bool skipAnalytic = SkToBool(flags & SkShadowFlags::kGeometricOnly_ShadowFlag);
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if (!skipAnalytic && draw_analytic_shadows(canvas, path, zPlaneParams.fZ, lightPos,
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lightRadius, ambientAlpha, spotAlpha, color,
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flags)) {
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return;
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}
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SkAutoCanvasRestore acr(canvas, true);
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SkMatrix viewMatrix = canvas->getTotalMatrix();
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canvas->resetMatrix();
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bool transparent = SkToBool(flags & SkShadowFlags::kTransparentOccluder_ShadowFlag);
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if (ambientAlpha > 0) {
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ambientAlpha = SkTMin(ambientAlpha, 1.f);
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sk_sp<SkVertices> vertices = SkShadowTessellator::MakeAmbient(path, viewMatrix,
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zPlaneParams, transparent);
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SkColor renderColor = compute_render_color(color, ambientAlpha);
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SkPaint paint;
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// Run the vertex color through a GaussianColorFilter and then modulate the grayscale
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// result of that against our 'color' param.
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paint.setColorFilter(SkColorFilter::MakeComposeFilter(
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SkColorFilter::MakeModeFilter(renderColor, SkBlendMode::kModulate),
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SkGaussianColorFilter::Make()));
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canvas->drawVertices(vertices, SkBlendMode::kModulate, paint);
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}
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if (spotAlpha > 0) {
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spotAlpha = SkTMin(spotAlpha, 1.f);
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sk_sp<SkVertices> vertices = SkShadowTessellator::MakeSpot(path, viewMatrix, zPlaneParams,
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lightPos, lightRadius,
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transparent);
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SkColor renderColor = compute_render_color(color, spotAlpha);
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SkPaint paint;
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// Run the vertex color through a GaussianColorFilter and then modulate the grayscale
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// result of that against our 'color' param.
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paint.setColorFilter(SkColorFilter::MakeComposeFilter(
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SkColorFilter::MakeModeFilter(renderColor, SkBlendMode::kModulate),
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SkGaussianColorFilter::Make()));
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canvas->drawVertices(vertices, SkBlendMode::kModulate, paint);
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if (uncached) {
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sk_sp<SkVertices> vertices = SkShadowTessellator::MakeSpot(path, viewMatrix,
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zPlaneParams,
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devLightPos, lightRadius,
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transparent);
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SkColor renderColor = compute_render_color(color, spotAlpha);
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SkPaint paint;
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// Run the vertex color through a GaussianColorFilter and then modulate the grayscale
|
||||
// result of that against our 'color' param.
|
||||
paint.setColorFilter(SkColorFilter::MakeComposeFilter(
|
||||
SkColorFilter::MakeModeFilter(renderColor, SkBlendMode::kModulate),
|
||||
SkGaussianColorFilter::Make()));
|
||||
canvas->drawVertices(vertices, SkBlendMode::kModulate, paint);
|
||||
} else {
|
||||
SpotVerticesFactory factory;
|
||||
SkScalar occluderHeight = zPlaneParams.fZ;
|
||||
float zRatio = SkTPin(occluderHeight / (devLightPos.fZ - occluderHeight), 0.0f, 0.95f);
|
||||
SkPoint center = SkPoint::Make(path.getBounds().centerX(), path.getBounds().centerY());
|
||||
viewMatrix.mapPoints(¢er, 1);
|
||||
factory.fOffset = SkVector::Make(zRatio * (center.fX - devLightPos.fX),
|
||||
zRatio * (center.fY - devLightPos.fY));
|
||||
factory.fOccluderHeight = occluderHeight;
|
||||
factory.fDevLightPos = devLightPos;
|
||||
factory.fLightRadius = lightRadius;
|
||||
// the only valid choice we have right now
|
||||
factory.fOccluderType = SpotVerticesFactory::OccluderType::kTransparent;
|
||||
|
||||
SkColor renderColor = compute_render_color(color, spotAlpha);
|
||||
draw_shadow(factory, canvas, shadowedPath, renderColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user