Add filled occluders to shadow_utils GM, take 2
Classifies fully visible opaque shadows differently than transparent to avoid cache collisions. Change-Id: Iba5aab2b2cbe08f70205c343e86fe92b0cab7497 Reviewed-on: https://skia-review.googlesource.com/16858 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
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@ -22,7 +22,7 @@ void draw_shadow(SkCanvas* canvas, const SkPath& path, int height, SkColor color
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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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void draw_paths(SkCanvas* canvas, bool hideOccluders) {
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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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@ -34,7 +34,7 @@ DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
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paths.push_back().addOval(SkRect::MakeWH(20, 60));
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static constexpr SkScalar kPad = 15.f;
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static constexpr SkPoint3 kLightPos = {250, 400, 500};
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static constexpr SkPoint3 kLightPos = { 250, 400, 500 };
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static constexpr SkScalar kLightR = 100.f;
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static constexpr SkScalar kHeight = 50.f;
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canvas->translate(3 * kPad, 3 * kPad);
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@ -47,7 +47,7 @@ DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
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m->setRotate(33.f, 25.f, 25.f);
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m->postScale(1.2f, 0.8f, 25.f, 25.f);
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for (auto& m : matrices) {
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for (auto flags : {kNone_ShadowFlag, kTransparentOccluder_ShadowFlag}) {
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for (auto flags : { kNone_ShadowFlag, kTransparentOccluder_ShadowFlag }) {
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for (const auto& path : paths) {
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SkRect postMBounds = path.getBounds();
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m.mapRect(&postMBounds);
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@ -68,10 +68,22 @@ DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
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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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paint.setColor(SK_ColorGREEN);
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paint.setAntiAlias(true);
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if (hideOccluders) {
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if (SkToBool(flags & kTransparentOccluder_ShadowFlag)) {
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paint.setColor(SK_ColorCYAN);
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} else {
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paint.setColor(SK_ColorGREEN);
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}
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paint.setStyle(SkPaint::kStroke_Style);
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paint.setStrokeWidth(0);
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} else {
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paint.setColor(SK_ColorLTGRAY);
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if (SkToBool(flags & kTransparentOccluder_ShadowFlag)) {
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paint.setAlpha(128);
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}
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paint.setStyle(SkPaint::kFill_Style);
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}
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canvas->drawPath(path, paint);
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canvas->restore();
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@ -93,3 +105,11 @@ DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
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canvas->restore();
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}
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}
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DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
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draw_paths(canvas, true);
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}
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DEF_SIMPLE_GM(shadow_utils_occl, canvas, kW, kH) {
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draw_paths(canvas, false);
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}
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@ -181,10 +181,12 @@ struct SpotVerticesFactory {
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enum class OccluderType {
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// The umbra cannot be dropped out because the occluder is not opaque.
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kTransparent,
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// The occluder is opaque and the umbra is fully visible
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kOpaqueFullUmbra,
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// The umbra can be dropped where it is occluded.
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kOpaque,
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kOpaquePartialUmbra,
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// It is known that the entire umbra is occluded.
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kOpaqueCoversUmbra
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kOpaqueNoUmbra
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};
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SkVector fOffset;
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@ -200,12 +202,13 @@ struct SpotVerticesFactory {
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}
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switch (fOccluderType) {
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case OccluderType::kTransparent:
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case OccluderType::kOpaqueCoversUmbra:
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case OccluderType::kOpaqueFullUmbra:
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case OccluderType::kOpaqueNoUmbra:
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// 'this' and 'that' will either both have no umbra removed or both have all the
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// umbra removed.
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*translate = that.fOffset - fOffset;
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return true;
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case OccluderType::kOpaque:
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case OccluderType::kOpaquePartialUmbra:
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// In this case we partially remove the umbra differently for 'this' and 'that'
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// if the offsets don't match.
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if (fOffset == that.fOffset) {
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@ -642,7 +645,8 @@ void SkShadowUtils::DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoi
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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 translation for the spot shadow.
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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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@ -652,17 +656,18 @@ void SkShadowUtils::DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoi
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factory.fLightRadius = lightRadius;
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SkRect devBounds;
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viewMatrix.mapRect(&devBounds, path.getBounds());
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if (transparent ||
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// if the translation of the shadow is big enough we're going to end up
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// filling the entire umbra, so we can treat this as transparent
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SkTAbs(factory.fOffset.fX) > 0.5f*devBounds.width() ||
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SkTAbs(factory.fOffset.fY) > 0.5f*devBounds.height()) {
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if (transparent) {
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kTransparent;
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} else if (factory.fOffset.length() < radius) {
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} else if (SkTAbs(factory.fOffset.fX) > 0.5f*devBounds.width() ||
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SkTAbs(factory.fOffset.fY) > 0.5f*devBounds.height()) {
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// if the translation of the shadow is big enough we're going to end up
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// filling the entire umbra, so we can treat these as all the same
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kOpaqueFullUmbra;
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} else if (factory.fOffset.length()*scale + scale < radius) {
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// if we don't translate more than the blur distance, can assume umbra is covered
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kOpaqueCoversUmbra;
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kOpaqueNoUmbra;
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} else {
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kOpaque;
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factory.fOccluderType = SpotVerticesFactory::OccluderType::kOpaquePartialUmbra;
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}
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#ifdef DEBUG_SHADOW_CHECKS
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@ -670,11 +675,14 @@ void SkShadowUtils::DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoi
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case SpotVerticesFactory::OccluderType::kTransparent:
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color = 0xFFD2B48C; // tan for transparent
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break;
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case SpotVerticesFactory::OccluderType::kOpaque:
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case SpotVerticesFactory::OccluderType::kOpaqueFullUmbra:
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color = 0xFF614126; // brown for umBra
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break;
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case SpotVerticesFactory::OccluderType::kOpaquePartialUmbra:
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color = 0xFFFFA500; // orange for opaque
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break;
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case SpotVerticesFactory::OccluderType::kOpaqueCoversUmbra:
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color = SK_ColorYELLOW; // corn yellow for covered
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case SpotVerticesFactory::OccluderType::kOpaqueNoUmbra:
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color = 0xFFE5E500; // corn yellow for covered
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break;
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}
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#endif
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