Use SkVertices for tessellated spot and ambient shadow rendering.
Change-Id: Ia81e7a771d345286533752708e4304c1ae3b97c9 Reviewed-on: https://skia-review.googlesource.com/8042 Reviewed-by: Robert Phillips <robertphillips@google.com> Commit-Queue: Stan Iliev <stani@google.com>
This commit is contained in:
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1f8be68917
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@ -9,40 +9,50 @@
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#include "SkColorPriv.h"
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#include "SkGeometry.h"
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#include "SkPath.h"
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#include "SkVertices.h"
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#if SK_SUPPORT_GPU
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#include "GrPathUtils.h"
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#endif
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template <typename T> using UniqueArray = SkShadowVertices::UniqueArray<T>;
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/**
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* Base class
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*/
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class SkShadowTessellator {
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class SkBaseShadowTessellator {
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public:
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SkShadowTessellator(SkScalar radius, SkColor umbraColor,
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SkColor penumbraColor, bool transparent);
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virtual ~SkShadowTessellator() {}
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SkBaseShadowTessellator(SkScalar radius, SkColor umbraColor, SkColor penumbraColor,
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bool transparent);
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virtual ~SkBaseShadowTessellator() {}
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int vertexCount() const { return fPositions.count(); }
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int indexCount() const { return fIndices.count(); }
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bool succeeded() const { return fSucceeded; }
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// The casts are needed to work around a, older GCC issue where the fact that the pointers are
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// T* and not const T* causes calls to a deleted unique_ptr constructor.
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UniqueArray<SkPoint> releasePositions() {
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return UniqueArray<SkPoint>(static_cast<const SkPoint*>(fPositions.release()));
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sk_sp<SkVertices> releaseVertices() {
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if (!fSucceeded) {
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return nullptr;
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}
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UniqueArray<SkColor> releaseColors() {
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return UniqueArray<SkColor>(static_cast<const SkColor*>(fColors.release()));
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}
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UniqueArray<uint16_t> releaseIndices() {
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return UniqueArray<uint16_t>(static_cast<const uint16_t*>(fIndices.release()));
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int vCount = this->vertexCount();
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int iCount = this->indexCount();
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// We copy here for two reasons: 1) To tighten up our arrays and 2) to get into memory
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// allocated by new[] rather than malloc.
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// TODO: If we know we're not caching then we should avoid this.
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SkPoint* positions = new SkPoint[vCount];
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SkColor* colors = new SkColor[vCount];
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uint16_t* indices = new uint16_t[iCount];
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memcpy(positions, fPositions.begin(), sizeof(SkPoint) * vCount);
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memcpy(colors, fColors.begin(), sizeof(SkColor) * vCount);
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memcpy(indices, fIndices.begin(), sizeof(uint16_t) * iCount);
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return SkVertices::MakeIndexed(SkCanvas::kTriangles_VertexMode,
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std::unique_ptr<const SkPoint[]>(positions),
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std::unique_ptr<const SkColor[]>(colors),
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nullptr,
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vCount,
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std::unique_ptr<const uint16_t[]>(indices),
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iCount);
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}
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protected:
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int vertexCount() const { return fPositions.count(); }
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int indexCount() const { return fIndices.count(); }
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virtual void handleLine(const SkPoint& p) = 0;
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void handleLine(const SkMatrix& m, SkPoint* p);
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@ -112,7 +122,7 @@ static void compute_radial_steps(const SkVector& v1, const SkVector& v2, SkScala
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*n = SkScalarFloorToInt(steps);
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}
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SkShadowTessellator::SkShadowTessellator(SkScalar radius, SkColor umbraColor,
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SkBaseShadowTessellator::SkBaseShadowTessellator(SkScalar radius, SkColor umbraColor,
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SkColor penumbraColor, bool transparent)
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: fFirstVertex(-1)
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, fSucceeded(false)
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@ -122,7 +132,6 @@ SkShadowTessellator::SkShadowTessellator(SkScalar radius, SkColor umbraColor,
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, fRadius(radius)
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, fDirection(1)
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, fPrevUmbraIndex(-1) {
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fInitPoints.setReserve(3);
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// child classes will set reserve for positions, colors and indices
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@ -133,12 +142,12 @@ static const SkScalar kQuadTolerance = 0.2f;
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static const SkScalar kCubicTolerance = 0.2f;
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static const SkScalar kConicTolerance = 0.5f;
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void SkShadowTessellator::handleLine(const SkMatrix& m, SkPoint* p) {
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void SkBaseShadowTessellator::handleLine(const SkMatrix& m, SkPoint* p) {
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m.mapPoints(p, 1);
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this->handleLine(*p);
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}
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void SkShadowTessellator::handleQuad(const SkPoint pts[3]) {
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void SkBaseShadowTessellator::handleQuad(const SkPoint pts[3]) {
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#if SK_SUPPORT_GPU
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// TODO: Pull PathUtils out of Ganesh?
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int maxCount = GrPathUtils::quadraticPointCount(pts, kQuadTolerance);
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@ -157,12 +166,12 @@ void SkShadowTessellator::handleQuad(const SkPoint pts[3]) {
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#endif
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}
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void SkShadowTessellator::handleQuad(const SkMatrix& m, SkPoint pts[3]) {
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void SkBaseShadowTessellator::handleQuad(const SkMatrix& m, SkPoint pts[3]) {
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m.mapPoints(pts, 3);
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this->handleQuad(pts);
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}
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void SkShadowTessellator::handleCubic(const SkMatrix& m, SkPoint pts[4]) {
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void SkBaseShadowTessellator::handleCubic(const SkMatrix& m, SkPoint pts[4]) {
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m.mapPoints(pts, 4);
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#if SK_SUPPORT_GPU
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// TODO: Pull PathUtils out of Ganesh?
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@ -183,7 +192,7 @@ void SkShadowTessellator::handleCubic(const SkMatrix& m, SkPoint pts[4]) {
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#endif
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}
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void SkShadowTessellator::handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w) {
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void SkBaseShadowTessellator::handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w) {
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m.mapPoints(pts, 3);
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SkAutoConicToQuads quadder;
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const SkPoint* quads = quadder.computeQuads(pts, w, kConicTolerance);
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@ -200,7 +209,7 @@ void SkShadowTessellator::handleConic(const SkMatrix& m, SkPoint pts[3], SkScala
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}
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}
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void SkShadowTessellator::addArc(const SkVector& nextNormal) {
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void SkBaseShadowTessellator::addArc(const SkVector& nextNormal) {
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// fill in fan from previous quad
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SkScalar rotSin, rotCos;
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int numSteps;
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@ -220,7 +229,7 @@ void SkShadowTessellator::addArc(const SkVector& nextNormal) {
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}
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}
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void SkShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint,
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void SkBaseShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint,
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const SkVector& nextNormal) {
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// close out previous arc
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*fPositions.push() = fPrevPoint + nextNormal;
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@ -235,7 +244,7 @@ void SkShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint,
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//////////////////////////////////////////////////////////////////////////////////////////////////
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class SkAmbientShadowTessellator : public SkShadowTessellator {
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class SkAmbientShadowTessellator : public SkBaseShadowTessellator {
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public:
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SkAmbientShadowTessellator(const SkPath& path, const SkMatrix& ctm,
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SkScalar radius, SkColor umbraColor,
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@ -247,7 +256,7 @@ private:
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int fCentroidCount;
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typedef SkShadowTessellator INHERITED;
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typedef SkBaseShadowTessellator INHERITED;
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};
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SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path,
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@ -435,7 +444,7 @@ void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVecto
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class SkSpotShadowTessellator : public SkShadowTessellator {
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class SkSpotShadowTessellator : public SkBaseShadowTessellator {
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public:
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SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm,
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SkScalar scale, const SkVector& translate,
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@ -463,7 +472,7 @@ private:
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bool fFirstUmbraOutside;
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bool fValidUmbra;
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typedef SkShadowTessellator INHERITED;
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typedef SkBaseShadowTessellator INHERITED;
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};
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SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm,
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@ -475,7 +484,6 @@ SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, const SkMat
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, fPrevUmbraOutside(false)
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, fFirstUmbraOutside(false)
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, fValidUmbra(true) {
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// TODO: calculate these better
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// Penumbra ring: 3*numPts
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// Umbra ring: numPts
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@ -948,33 +956,18 @@ void SkSpotShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector&
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///////////////////////////////////////////////////////////////////////////////////////////////////
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sk_sp<SkShadowVertices> SkShadowVertices::MakeAmbient(const SkPath& path, const SkMatrix& ctm,
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SkScalar radius, SkColor umbra,
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SkColor penumbra, bool transparent) {
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sk_sp<SkVertices> SkShadowTessellator::MakeAmbient(const SkPath& path, const SkMatrix& ctm,
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SkScalar radius, SkColor umbra, SkColor penumbra,
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bool transparent) {
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SkAmbientShadowTessellator ambientTess(path, ctm, radius, umbra, penumbra, transparent);
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if (!ambientTess.succeeded()) {
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return nullptr;
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}
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int vcount = ambientTess.vertexCount();
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int icount = ambientTess.indexCount();
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return sk_sp<SkShadowVertices>(new SkShadowVertices(ambientTess.releasePositions(),
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ambientTess.releaseColors(),
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ambientTess.releaseIndices(), vcount,
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icount));
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return ambientTess.releaseVertices();
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}
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sk_sp<SkShadowVertices> SkShadowVertices::MakeSpot(const SkPath& path, const SkMatrix& ctm,
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sk_sp<SkVertices> SkShadowTessellator::MakeSpot(const SkPath& path, const SkMatrix& ctm,
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SkScalar scale, const SkVector& translate,
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SkScalar radius, SkColor umbraColor,
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SkColor penumbraColor, bool transparent) {
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SkSpotShadowTessellator spotTess(path, ctm, scale, translate, radius, umbraColor,
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penumbraColor, transparent);
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if (!spotTess.succeeded()) {
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return nullptr;
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}
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int vcount = spotTess.vertexCount();
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int icount = spotTess.indexCount();
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return sk_sp<SkShadowVertices>(new SkShadowVertices(spotTess.releasePositions(),
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spotTess.releaseColors(),
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spotTess.releaseIndices(), vcount, icount));
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return spotTess.releaseVertices();
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}
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@ -8,68 +8,31 @@
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#ifndef SkShadowTessellator_DEFINED
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#define SkShadowTessellator_DEFINED
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#include "SkTDArray.h"
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#include "SkRefCnt.h"
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#include "SkPoint.h"
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#include "SkColor.h"
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#include "SkPoint.h"
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#include "SkRefCnt.h"
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class SkMatrix;
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class SkPath;
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class SkVertices;
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class SkShadowVertices : public SkRefCnt {
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public:
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namespace SkShadowTessellator {
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/**
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* This function generates an ambient shadow mesh for a path by walking the path, outsetting by
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* the radius, and setting inner and outer colors to umbraColor and penumbraColor, respectively.
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* If transparent is true, then the center of the ambient shadow will be filled in.
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*/
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static sk_sp<SkShadowVertices> MakeAmbient(const SkPath& path, const SkMatrix& ctm,
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SkScalar radius, SkColor umbraColor,
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SkColor penumbraColor, bool transparent);
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sk_sp<SkVertices> MakeAmbient(const SkPath& path, const SkMatrix& ctm, SkScalar radius,
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SkColor umbraColor, SkColor penumbraColor, bool transparent);
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/**
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* This function generates a spot shadow mesh for a path by walking the transformed path,
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* further transforming by the scale and translation, and outsetting and insetting by a radius.
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* The center will be clipped against the original path unless transparent is true.
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*/
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static sk_sp<SkShadowVertices> MakeSpot(const SkPath& path, const SkMatrix& ctm,
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SkScalar scale, const SkVector& translate,
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SkScalar radius, SkColor umbraColor,
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sk_sp<SkVertices> MakeSpot(const SkPath& path, const SkMatrix& ctm, SkScalar scale,
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const SkVector& translate, SkScalar radius, SkColor umbraColor,
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SkColor penumbraColor, bool transparent);
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int vertexCount() const { return fVertexCnt; }
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const SkPoint* positions() const { return fPositions.get(); }
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const SkColor* colors() const { return fColors.get(); }
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int indexCount() const { return fIndexCnt; }
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const uint16_t* indices() const { return fIndices.get(); }
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size_t size() const {
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return sizeof(*this) + fVertexCnt * (sizeof(SkPoint) + sizeof(SkColor)) +
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fIndexCnt * sizeof(uint16_t);
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}
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private:
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template<typename T> using Deleter = SkTDArray<SkPoint>::Deleter;
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template<typename T> using UniqueArray = std::unique_ptr<const T[], Deleter<T>>;
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SkShadowVertices(UniqueArray<SkPoint>&& positions, UniqueArray<SkColor>&& colors,
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UniqueArray<uint16_t>&& indices, int vertexCnt, int indexCnt)
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: fVertexCnt(vertexCnt)
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, fIndexCnt(indexCnt)
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, fPositions(std::move(positions))
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, fColors(std::move(colors))
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, fIndices(std::move(indices)) {
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SkASSERT(SkToBool(fPositions) && SkToBool(fColors) && SkToBool(vertexCnt) &&
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SkToBool(fIndices) && SkToBool(indexCnt));
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}
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int fVertexCnt;
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int fIndexCnt;
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UniqueArray<SkPoint> fPositions;
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UniqueArray<SkColor> fColors;
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UniqueArray<uint16_t> fIndices;
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};
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#endif
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@ -13,6 +13,7 @@
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#include "SkResourceCache.h"
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#include "SkShadowTessellator.h"
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#include "SkTLazy.h"
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#include "SkVertices.h"
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#if SK_SUPPORT_GPU
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#include "GrShape.h"
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#include "effects/GrBlurredEdgeFragmentProcessor.h"
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@ -98,8 +99,8 @@ struct AmbientVerticesFactory {
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return true;
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}
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sk_sp<SkShadowVertices> makeVertices(const SkPath& path, const SkMatrix& ctm) const {
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return SkShadowVertices::MakeAmbient(path, ctm, fRadius, fUmbraColor, fPenumbraColor,
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sk_sp<SkVertices> makeVertices(const SkPath& path, const SkMatrix& ctm) const {
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return SkShadowTessellator::MakeAmbient(path, ctm, fRadius, fUmbraColor, fPenumbraColor,
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fTransparent);
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}
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};
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@ -148,9 +149,9 @@ struct SpotVerticesFactory {
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return false;
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}
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sk_sp<SkShadowVertices> makeVertices(const SkPath& path, const SkMatrix& ctm) const {
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sk_sp<SkVertices> makeVertices(const SkPath& path, const SkMatrix& ctm) const {
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bool transparent = OccluderType::kTransparent == fOccluderType;
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return SkShadowVertices::MakeSpot(path, ctm, fScale, fOffset, fRadius, fUmbraColor,
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return SkShadowTessellator::MakeSpot(path, ctm, fScale, fOffset, fRadius, fUmbraColor,
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fPenumbraColor, transparent);
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}
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};
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@ -165,22 +166,22 @@ class CachedTessellations : public SkRefCnt {
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public:
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size_t size() const { return fAmbientSet.size() + fSpotSet.size(); }
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sk_sp<SkShadowVertices> find(const AmbientVerticesFactory& ambient, const SkMatrix& matrix,
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sk_sp<SkVertices> find(const AmbientVerticesFactory& ambient, const SkMatrix& matrix,
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SkVector* translate) const {
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return fAmbientSet.find(ambient, matrix, translate);
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}
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sk_sp<SkShadowVertices> add(const SkPath& devPath, const AmbientVerticesFactory& ambient,
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sk_sp<SkVertices> add(const SkPath& devPath, const AmbientVerticesFactory& ambient,
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const SkMatrix& matrix) {
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return fAmbientSet.add(devPath, ambient, matrix);
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}
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sk_sp<SkShadowVertices> find(const SpotVerticesFactory& spot, const SkMatrix& matrix,
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sk_sp<SkVertices> find(const SpotVerticesFactory& spot, const SkMatrix& matrix,
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SkVector* translate) const {
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return fSpotSet.find(spot, matrix, translate);
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}
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sk_sp<SkShadowVertices> add(const SkPath& devPath, const SpotVerticesFactory& spot,
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sk_sp<SkVertices> add(const SkPath& devPath, const SpotVerticesFactory& spot,
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const SkMatrix& matrix) {
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return fSpotSet.add(devPath, spot, matrix);
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}
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@ -191,7 +192,7 @@ private:
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public:
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size_t size() const { return fSize; }
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sk_sp<SkShadowVertices> find(const FACTORY& factory, const SkMatrix& matrix,
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sk_sp<SkVertices> find(const FACTORY& factory, const SkMatrix& matrix,
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SkVector* translate) const {
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for (int i = 0; i < MAX_ENTRIES; ++i) {
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if (fEntries[i].fFactory.isCompatible(factory, translate)) {
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@ -214,9 +215,8 @@ private:
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return nullptr;
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}
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sk_sp<SkShadowVertices> add(const SkPath& devPath, const FACTORY& factory,
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const SkMatrix& matrix) {
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sk_sp<SkShadowVertices> vertices = factory.makeVertices(devPath, matrix);
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sk_sp<SkVertices> add(const SkPath& path, const FACTORY& factory, const SkMatrix& matrix) {
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sk_sp<SkVertices> vertices = factory.makeVertices(path, matrix);
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if (!vertices) {
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return nullptr;
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}
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@ -237,7 +237,7 @@ private:
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private:
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struct Entry {
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FACTORY fFactory;
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sk_sp<SkShadowVertices> fVertices;
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sk_sp<SkVertices> fVertices;
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SkMatrix fMatrix;
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};
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Entry fEntries[MAX_ENTRIES];
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@ -277,7 +277,7 @@ public:
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sk_sp<CachedTessellations> refTessellations() const { return fTessellations; }
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template <typename FACTORY>
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sk_sp<SkShadowVertices> find(const FACTORY& factory, const SkMatrix& matrix,
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sk_sp<SkVertices> find(const FACTORY& factory, const SkMatrix& matrix,
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SkVector* translate) const {
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return fTessellations->find(factory, matrix, translate);
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}
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@ -300,7 +300,7 @@ struct FindContext {
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const SkMatrix* const fViewMatrix;
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// If this is valid after Find is called then we found the vertices and they should be drawn
|
||||
// with fTranslate applied.
|
||||
sk_sp<SkShadowVertices> fVertices;
|
||||
sk_sp<SkVertices> fVertices;
|
||||
SkVector fTranslate = {0, 0};
|
||||
|
||||
// If this is valid after Find then the caller should add the vertices to the tessellation set
|
||||
@ -385,7 +385,7 @@ void draw_shadow(const FACTORY& factory, SkCanvas* canvas, ShadowedPath& path, S
|
||||
SkResourceCache::Find(*key, FindVisitor<FACTORY>, &context);
|
||||
}
|
||||
|
||||
sk_sp<SkShadowVertices> vertices;
|
||||
sk_sp<SkVertices> vertices;
|
||||
const SkVector* translate;
|
||||
static constexpr SkVector kZeroTranslate = {0, 0};
|
||||
bool foundInCache = SkToBool(context.fVertices);
|
||||
@ -426,9 +426,7 @@ void draw_shadow(const FACTORY& factory, SkCanvas* canvas, ShadowedPath& path, S
|
||||
canvas->save();
|
||||
canvas->translate(translate->fX, translate->fY);
|
||||
}
|
||||
canvas->drawVertices(SkCanvas::kTriangles_VertexMode, vertices->vertexCount(),
|
||||
vertices->positions(), nullptr, vertices->colors(), vertices->indices(),
|
||||
vertices->indexCount(), paint);
|
||||
canvas->drawVertices(vertices, SkBlendMode::kModulate, paint);
|
||||
if (translate->fX || translate->fY) {
|
||||
canvas->restore();
|
||||
}
|
||||
|
@ -9,6 +9,7 @@
|
||||
#include "SkPath.h"
|
||||
#include "SkShadowTessellator.h"
|
||||
#include "SkShadowUtils.h"
|
||||
#include "SkVertices.h"
|
||||
#include "Test.h"
|
||||
|
||||
void tessellate_shadow(skiatest::Reporter* reporter, const SkPath& path, const SkMatrix& ctm,
|
||||
@ -16,27 +17,28 @@ void tessellate_shadow(skiatest::Reporter* reporter, const SkPath& path, const S
|
||||
static constexpr SkScalar kRadius = 2.f;
|
||||
static constexpr SkColor kUmbraColor = 0xFFFFFFFF;
|
||||
static constexpr SkColor kPenumbraColor = 0x20202020;
|
||||
auto verts = SkShadowVertices::MakeAmbient(path, ctm, kRadius, kUmbraColor, kPenumbraColor,
|
||||
true);
|
||||
auto verts =
|
||||
SkShadowTessellator::MakeAmbient(path, ctm, kRadius, kUmbraColor, kPenumbraColor, true);
|
||||
if (expectSuccess != SkToBool(verts)) {
|
||||
ERRORF(reporter, "Expected shadow tessellation to % but it did not.",
|
||||
ERRORF(reporter, "Expected shadow tessellation to %s but it did not.",
|
||||
expectSuccess ? "succeed" : "fail");
|
||||
}
|
||||
verts = SkShadowVertices::MakeAmbient(path, ctm, kRadius, kUmbraColor, kPenumbraColor, false);
|
||||
verts = SkShadowTessellator::MakeAmbient(path, ctm, kRadius, kUmbraColor, kPenumbraColor,
|
||||
false);
|
||||
if (expectSuccess != SkToBool(verts)) {
|
||||
ERRORF(reporter, "Expected shadow tessellation to % but it did not.",
|
||||
ERRORF(reporter, "Expected shadow tessellation to %s but it did not.",
|
||||
expectSuccess ? "succeed" : "fail");
|
||||
}
|
||||
verts = SkShadowVertices::MakeSpot(path, ctm, 1.5f, {0, 0}, kRadius, kUmbraColor,
|
||||
verts = SkShadowTessellator::MakeSpot(path, ctm, 1.5f, {0, 0}, kRadius, kUmbraColor,
|
||||
kPenumbraColor, false);
|
||||
if (expectSuccess != SkToBool(verts)) {
|
||||
ERRORF(reporter, "Expected shadow tessellation to % but it did not.",
|
||||
ERRORF(reporter, "Expected shadow tessellation to %s but it did not.",
|
||||
expectSuccess ? "succeed" : "fail");
|
||||
}
|
||||
verts = SkShadowVertices::MakeSpot(path, ctm, 1.5f, {0, 0}, kRadius, kUmbraColor,
|
||||
verts = SkShadowTessellator::MakeSpot(path, ctm, 1.5f, {0, 0}, kRadius, kUmbraColor,
|
||||
kPenumbraColor, true);
|
||||
if (expectSuccess != SkToBool(verts)) {
|
||||
ERRORF(reporter, "Expected shadow tessellation to % but it did not.",
|
||||
ERRORF(reporter, "Expected shadow tessellation to %s but it did not.",
|
||||
expectSuccess ? "succeed" : "fail");
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user