Use fast path for circular shadows.
Also cleans up some of the MaskFilter code to make it more correct. BUG=skia:6119 Change-Id: I93016bcdd9c55fcb2d1dc8776428a72eb563d67a Reviewed-on: https://skia-review.googlesource.com/9116 Commit-Queue: Jim Van Verth <jvanverth@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com>
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@ -469,7 +469,7 @@ protected:
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canvas->translate(-250, 110);
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lightPos.fX -= 250;
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lightPos.fY += 110;
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this->drawShadowedPath(canvas, fCirclePath, SkTMax(1.0f, 8+fZDelta), paint, 0,
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this->drawShadowedPath(canvas, fCirclePath, SkTMax(1.0f, 8+fZDelta), paint, kAmbientAlpha,
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lightPos, kLightWidth, 0.5f);
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paint.setColor(SK_ColorGREEN);
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@ -220,12 +220,12 @@ bool SkAmbientShadowMaskFilterImpl::directFilterRRectMaskGPU(GrContext*,
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if (fAmbientAlpha > 0.0f) {
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SkScalar srcSpaceAmbientRadius = fOccluderHeight * kHeightFactor * kGeomFactor;
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const float umbraAlpha = (1.0f + SkTMax(fOccluderHeight * kHeightFactor, 0.0f));
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const SkScalar ambientOffset = srcSpaceAmbientRadius / umbraAlpha;
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const SkScalar strokeWidth = srcSpaceAmbientRadius * umbraAlpha;
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// For the ambient rrect, we inset the offset rect by half the srcSpaceAmbientRadius
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// to get our stroke shape.
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SkScalar ambientPathOutset = SkTMax(ambientOffset - srcSpaceAmbientRadius * 0.5f,
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minRadius);
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// For the ambient rrect, we outset the offset rect by srcSpaceAmbientRadius
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// minus half the strokeWidth to get our stroke shape.
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SkScalar ambientPathOutset = SkTMax(srcSpaceAmbientRadius - strokeWidth * 0.5f,
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minRadius);
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SkRRect ambientRRect;
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if (isRect) {
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@ -235,14 +235,14 @@ bool SkAmbientShadowMaskFilterImpl::directFilterRRectMaskGPU(GrContext*,
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rrect.outset(ambientPathOutset, ambientPathOutset, &ambientRRect);
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}
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const SkScalar devSpaceAmbientRadius = srcSpaceAmbientRadius * scaleFactor;
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const SkScalar devSpaceAmbientRadius = strokeWidth * scaleFactor;
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GrPaint newPaint(paint);
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GrColor4f color = newPaint.getColor4f();
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color.fRGBA[3] *= fAmbientAlpha;
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newPaint.setColor4f(color);
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SkStrokeRec ambientStrokeRec(SkStrokeRec::kHairline_InitStyle);
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ambientStrokeRec.setStrokeStyle(srcSpaceAmbientRadius, false);
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ambientStrokeRec.setStrokeStyle(strokeWidth, false);
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rtContext->drawShadowRRect(clip, std::move(newPaint), viewMatrix, ambientRRect,
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devSpaceAmbientRadius,
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@ -101,13 +101,6 @@ public:
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}
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}
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// TODO: still needed?
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// The radii are outset for two reasons. First, it allows the shader to simply perform
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// simpler computation because the computed alpha is zero, rather than 50%, at the radius.
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// Second, the outer radius is used to compute the verts of the bounding box that is
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// rendered and the outset ensures the box will cover all partially covered by the circle.
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outerRadius += SK_ScalarHalf;
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innerRadius -= SK_ScalarHalf;
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bool stroked = isStrokeOnly && innerRadius > 0.0f;
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std::unique_ptr<ShadowCircleOp> op(new ShadowCircleOp());
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op->fViewMatrixIfUsingLocalCoords = viewMatrix;
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@ -533,8 +526,6 @@ public:
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}
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if (strokeOnly) {
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// Outset stroke by 1/4 pixel
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devStrokeWidth += 0.25f;
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// If stroke is greater than width or height, this is still a fill
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// Otherwise we compute stroke params
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if (devStrokeWidth <= devRect.width() && devStrokeWidth <= devRect.height()) {
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@ -546,19 +537,7 @@ public:
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bounds.outset(halfWidth, halfWidth);
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}
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// TODO: still needed?
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// The radii are outset for two reasons. First, it allows the shader to simply perform
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// simpler computation because the computed alpha is zero, rather than 50%, at the radius.
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// Second, the outer radius is used to compute the verts of the bounding box that is
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// rendered and the outset ensures the box will cover all partially covered by the rrect
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// corners.
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outerRadius += SK_ScalarHalf;
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innerRadius -= SK_ScalarHalf;
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this->setBounds(bounds, HasAABloat::kYes, IsZeroArea::kNo);
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// Expand the rect for aa to generate correct vertices.
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bounds.outset(SK_ScalarHalf, SK_ScalarHalf);
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this->setBounds(bounds, HasAABloat::kNo, IsZeroArea::kNo);
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fGeoData.emplace_back(Geometry{color, outerRadius, innerRadius, blurRadius, bounds, type});
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fVertCount = rrect_type_to_vert_count(type);
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@ -18,6 +18,8 @@
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#include "GrShape.h"
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#include "effects/GrBlurredEdgeFragmentProcessor.h"
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#endif
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#include "../../src/effects/shadows/SkAmbientShadowMaskFilter.h"
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#include "../../src/effects/shadows/SkSpotShadowMaskFilter.h"
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/**
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* Gaussian color filter -- produces a Gaussian ramp based on the color's B value,
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@ -457,6 +459,26 @@ void SkShadowUtils::DrawShadow(SkCanvas* canvas, const SkPath& path, SkScalar oc
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uint32_t flags, SkResourceCache* cache) {
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SkAutoCanvasRestore acr(canvas, true);
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SkMatrix viewMatrix = canvas->getTotalMatrix();
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// try circular fast path
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SkRect rect;
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if (viewMatrix.isSimilarity() &&
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path.isOval(&rect) && rect.width() == rect.height()) {
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SkPaint newPaint;
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newPaint.setColor(color);
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if (ambientAlpha > 0) {
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newPaint.setMaskFilter(SkAmbientShadowMaskFilter::Make(occluderHeight, ambientAlpha,
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flags));
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canvas->drawPath(path, newPaint);
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}
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if (spotAlpha > 0) {
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newPaint.setMaskFilter(SkSpotShadowMaskFilter::Make(occluderHeight, devLightPos,
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lightRadius, spotAlpha, flags));
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canvas->drawPath(path, newPaint);
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}
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return;
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}
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canvas->resetMatrix();
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ShadowedPath shadowedPath(&path, &viewMatrix);
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