Remove height functor for shadows and replace with plane equation params

Change-Id: I948eceb2c58dc50468993dba54c209f18e440e48
Reviewed-on: https://skia-review.googlesource.com/15873
Commit-Queue: Jim Van Verth <jvanverth@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
This commit is contained in:
Jim Van Verth 2017-05-08 14:19:30 -04:00 committed by Skia Commit-Bot
parent 6f24180a99
commit e308a122ef
7 changed files with 146 additions and 122 deletions

View File

@ -43,29 +43,65 @@ public:
uint32_t flags = SkShadowFlags::kNone_ShadowFlag,
SkResourceCache* cache = nullptr);
/**
* Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
* light. Takes a function to vary the z value based on the transformed x and y position.
* This shadow will not be cached, as the assumption is that this will be used for animation.
*
* @param canvas The canvas on which to draw the shadows.
* @param path The occluder used to generate the shadows.
* @param heightFunc A function which returns the vertical offset of the occluder from the
* canvas based on local x and y values (the current matrix is not applied).
* @param lightPos The 3D position of the light relative to the canvas plane. This is
* independent of the canvas's current matrix.
* @param lightRadius The radius of the disc light.
* @param ambientAlpha The maximum alpha of the ambient shadow.
* @param spotAlpha The maxium alpha of the spot shadow.
* @param color The shadow color.
* @param flags Options controlling opaque occluder optimizations and shadow appearance. See
* SkShadowFlags.
*/
/**
* Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
* light. Takes a function to vary the z value based on the local x and y position.
* This shadow will not be cached, as the assumption is that this will be used for animation.
*
* Deprecated version with height functor (to be removed when Android is updated).
*
* @param canvas The canvas on which to draw the shadows.
* @param path The occluder used to generate the shadows.
* @param heightFunc A function which returns the vertical offset of the occluder from the
* canvas based on local x and y values (the current matrix is not applied).
* @param lightPos The 3D position of the light relative to the canvas plane. This is
* independent of the canvas's current matrix.
* @param lightRadius The radius of the disc light.
* @param ambientAlpha The maximum alpha of the ambient shadow.
* @param spotAlpha The maxium alpha of the spot shadow.
* @param color The shadow color.
* @param flags Options controlling opaque occluder optimizations and shadow appearance. See
* SkShadowFlags.
*/
static void DrawUncachedShadow(SkCanvas* canvas, const SkPath& path,
std::function<SkScalar(SkScalar, SkScalar)> heightFunc,
const SkPoint3& lightPos, SkScalar lightRadius,
SkScalar ambientAlpha, SkScalar spotAlpha, SkColor color,
uint32_t flags = SkShadowFlags::kNone_ShadowFlag) {
SkPoint3 zPlane;
zPlane.fZ = heightFunc(0, 0);
zPlane.fX = heightFunc(1, 0) - zPlane.fZ;
zPlane.fY = heightFunc(0, 1) - zPlane.fZ;
DrawUncachedShadow(canvas, path, zPlane, lightPos, lightRadius, ambientAlpha, spotAlpha,
color, flags);
}
/**
* Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
* light. Uses a plane function to vary the z value based on the local x and y position.
* This shadow will not be cached, as the assumption is that this will be used for animation.
*
* @param canvas The canvas on which to draw the shadows.
* @param path The occluder used to generate the shadows.
* @param zPlaneParams Values for the plane function which returns the Z offset of the
* occluder from the canvas based on local x and y values (the current matrix is not applied).
* @param lightPos The 3D position of the light relative to the canvas plane. This is
* independent of the canvas's current matrix.
* @param lightRadius The radius of the disc light.
* @param ambientAlpha The maximum alpha of the ambient shadow.
* @param spotAlpha The maxium alpha of the spot shadow.
* @param color The shadow color.
* @param flags Options controlling opaque occluder optimizations and shadow appearance. See
* SkShadowFlags.
*/
static void DrawUncachedShadow(SkCanvas* canvas, const SkPath& path,
const SkPoint3& zPlaneParams,
const SkPoint3& lightPos, SkScalar lightRadius,
SkScalar ambientAlpha, SkScalar spotAlpha, SkColor color,
uint32_t flags = SkShadowFlags::kNone_ShadowFlag);
};
#endif

View File

@ -128,7 +128,7 @@ protected:
}
void drawShadowedPath(SkCanvas* canvas, const SkPath& path,
std::function<SkScalar(SkScalar, SkScalar)> zFunc,
const SkPoint3& zPlaneParams,
const SkPaint& paint, SkScalar ambientAlpha,
const SkPoint3& lightPos, SkScalar lightWidth, SkScalar spotAlpha) {
if (fIgnoreShadowAlpha) {
@ -149,7 +149,7 @@ protected:
// zValue,
// lightPos, lightWidth,
// ambientAlpha, spotAlpha, SK_ColorBLACK, flags);
SkShadowUtils::DrawUncachedShadow(canvas, path, zFunc,
SkShadowUtils::DrawUncachedShadow(canvas, path, zPlaneParams,
lightPos, lightWidth,
ambientAlpha, spotAlpha, SK_ColorBLACK, flags);
@ -175,48 +175,42 @@ protected:
paint.setAntiAlias(true);
SkPoint3 lightPos = fLightPos;
SkPoint3 zPlaneParams = SkPoint3::Make(0, 0, 0);
paint.setColor(SK_ColorWHITE);
canvas->translate(200, 90);
SkScalar zValue = SkTMax(1.0f, 2 + fZDelta);
std::function<SkScalar(SkScalar, SkScalar)> zFunc =
[zValue](SkScalar, SkScalar) { return zValue; };
this->drawShadowedPath(canvas, fRRPath, zFunc, paint, kAmbientAlpha,
zPlaneParams.fZ = SkTMax(1.0f, 2 + fZDelta);
this->drawShadowedPath(canvas, fRRPath, zPlaneParams, paint, kAmbientAlpha,
lightPos, kLightWidth, kSpotAlpha);
paint.setColor(SK_ColorRED);
canvas->translate(250, 0);
zValue = SkTMax(1.0f, 8 + fZDelta);
zFunc = [zValue](SkScalar, SkScalar) { return zValue; };
this->drawShadowedPath(canvas, fRectPath, zFunc, paint, kAmbientAlpha,
zPlaneParams.fZ = SkTMax(1.0f, 8 + fZDelta);
this->drawShadowedPath(canvas, fRectPath, zPlaneParams, paint, kAmbientAlpha,
lightPos, kLightWidth, kSpotAlpha);
paint.setColor(SK_ColorBLUE);
canvas->translate(-250, 110);
zValue = SkTMax(1.0f, 12 + fZDelta);
zFunc = [zValue](SkScalar, SkScalar) { return zValue; };
this->drawShadowedPath(canvas, fCirclePath, zFunc, paint, kAmbientAlpha,
zPlaneParams.fZ = SkTMax(1.0f, 12 + fZDelta);
this->drawShadowedPath(canvas, fCirclePath, zPlaneParams, paint, kAmbientAlpha,
lightPos, kLightWidth, 0.5f);
paint.setColor(SK_ColorGREEN);
canvas->translate(250, 0);
zValue = SkTMax(1.0f, 64 + fZDelta);
zFunc = [zValue](SkScalar, SkScalar) { return zValue; };
this->drawShadowedPath(canvas, fRRPath, zFunc, paint, kAmbientAlpha,
zPlaneParams.fZ = SkTMax(1.0f, 64 + fZDelta);
this->drawShadowedPath(canvas, fRRPath, zPlaneParams, paint, kAmbientAlpha,
lightPos, kLightWidth, kSpotAlpha);
paint.setColor(SK_ColorYELLOW);
canvas->translate(-250, 110);
zValue = SkTMax(1.0f, 8 + fZDelta);
zFunc = [zValue](SkScalar, SkScalar) { return zValue; };
this->drawShadowedPath(canvas, fFunkyRRPath, zFunc, paint, kAmbientAlpha,
zPlaneParams.fZ = SkTMax(1.0f, 8 + fZDelta);
this->drawShadowedPath(canvas, fFunkyRRPath, zPlaneParams, paint, kAmbientAlpha,
lightPos, kLightWidth, kSpotAlpha);
paint.setColor(SK_ColorCYAN);
canvas->translate(250, 0);
zValue = SkTMax(1.0f, 16 + fZDelta);
zFunc = [zValue](SkScalar, SkScalar) { return zValue; };
this->drawShadowedPath(canvas, fCubicPath, zFunc, paint,
zPlaneParams.fZ = SkTMax(1.0f, 16 + fZDelta);
this->drawShadowedPath(canvas, fCubicPath, zPlaneParams, paint,
kAmbientAlpha, lightPos, kLightWidth, kSpotAlpha);
// circular reveal
@ -227,9 +221,8 @@ protected:
paint.setColor(SK_ColorMAGENTA);
canvas->translate(-125, 60);
zValue = SkTMax(1.0f, 32 + fZDelta);
zFunc = [zValue](SkScalar, SkScalar) { return zValue; };
this->drawShadowedPath(canvas, tmpPath, zFunc, paint, .1f,
zPlaneParams.fZ = SkTMax(1.0f, 32 + fZDelta);
this->drawShadowedPath(canvas, tmpPath, zPlaneParams, paint, .1f,
lightPos, kLightWidth, .5f);
// perspective paths
@ -245,13 +238,11 @@ protected:
persp.preTranslate(-pivot.fX, -pivot.fY);
persp.postTranslate(pivot.fX + translate.fX, pivot.fY + translate.fY);
canvas->setMatrix(persp);
zValue = SkTMax(1.0f, 16 + fZDelta);
SkScalar radians = SkDegreesToRadians(fAnimAngle);
zFunc = [zValue, pivot, radians](SkScalar x, SkScalar y) {
return SkScalarSin(-radians)*y +
zValue - SkScalarSin(-radians)*pivot.fY;
};
this->drawShadowedPath(canvas, fWideRectPath, zFunc, paint, .1f,
zPlaneParams = SkPoint3::Make(0,
SkScalarSin(-radians),
SkTMax(1.0f, 16 + fZDelta) - SkScalarSin(-radians)*pivot.fY);
this->drawShadowedPath(canvas, fWideRectPath, zPlaneParams, paint, .1f,
lightPos, kLightWidth, .5f);
pivot = SkPoint::Make(fWideOvalPath.getBounds().width() / 2,
@ -263,12 +254,10 @@ protected:
persp.preTranslate(-pivot.fX, -pivot.fY);
persp.postTranslate(pivot.fX + translate.fX, pivot.fY + translate.fY);
canvas->setMatrix(persp);
zValue = SkTMax(1.0f, 32 + fZDelta);
zFunc = [zValue, pivot, radians](SkScalar x, SkScalar y) {
return -SkScalarSin(radians)*x +
zValue + SkScalarSin(radians)*pivot.fX;
};
this->drawShadowedPath(canvas, fWideOvalPath, zFunc, paint, .1f,
zPlaneParams = SkPoint3::Make(-SkScalarSin(radians),
0,
SkTMax(1.0f, 32 + fZDelta) + SkScalarSin(radians)*pivot.fX);
this->drawShadowedPath(canvas, fWideOvalPath, zPlaneParams, paint, .1f,
lightPos, kLightWidth, .5f);
}

View File

@ -109,7 +109,7 @@ protected:
}
void drawShadowedPath(SkCanvas* canvas, const SkPath& path,
std::function<SkScalar(SkScalar, SkScalar)> zFunc,
const SkPoint3& zPlaneParams,
const SkPaint& paint, SkScalar ambientAlpha,
const SkPoint3& lightPos, SkScalar lightWidth, SkScalar spotAlpha,
uint32_t flags) {
@ -130,10 +130,10 @@ protected:
// zValue,
// lightPos, lightWidth,
// ambientAlpha, spotAlpha, SK_ColorBLACK, flags);
SkShadowUtils::DrawUncachedShadow(canvas, path, zFunc,
SkShadowUtils::DrawUncachedShadow(canvas, path, zPlaneParams,
lightPos, lightWidth,
ambientAlpha, 0, SK_ColorRED, flags);
SkShadowUtils::DrawUncachedShadow(canvas, path, zFunc,
SkShadowUtils::DrawUncachedShadow(canvas, path, zPlaneParams,
lightPos, lightWidth,
0, spotAlpha, SK_ColorBLUE, flags);
@ -172,9 +172,7 @@ protected:
SkPaint paint;
paint.setColor(SK_ColorGREEN);
paint.setAntiAlias(true);
SkScalar zValue = SkTMax(1.0f, kHeight + fZDelta);
std::function<SkScalar(SkScalar, SkScalar)> zFunc =
[zValue](SkScalar, SkScalar) { return zValue; };
SkPoint3 zPlaneParams = SkPoint3::Make(0, 0, SkTMax(1.0f, kHeight + fZDelta));
for (auto& m : matrices) {
for (auto flags : { kNone_ShadowFlag, kTransparentOccluder_ShadowFlag }) {
for (const auto& path : fPaths) {
@ -192,8 +190,8 @@ protected:
canvas->save();
canvas->concat(m);
drawShadowedPath(canvas, path, zFunc, paint, kAmbientAlpha, kLightPos, kLightR,
kSpotAlpha, flags);
drawShadowedPath(canvas, path, zPlaneParams, paint, kAmbientAlpha, kLightPos,
kLightR, kSpotAlpha, flags);
canvas->restore();
canvas->translate(dx, 0);

View File

@ -22,7 +22,7 @@
*/
class SkBaseShadowTessellator {
public:
SkBaseShadowTessellator(SkShadowTessellator::HeightFunc, bool transparent);
SkBaseShadowTessellator(const SkPoint3& zPlaneParams, bool transparent);
virtual ~SkBaseShadowTessellator() {}
sk_sp<SkVertices> releaseVertices() {
@ -56,11 +56,15 @@ protected:
bool addArc(const SkVector& nextNormal, bool finishArc);
SkShadowTessellator::HeightFunc fHeightFunc;
SkScalar heightFunc(SkScalar x, SkScalar y) {
return fZPlaneParams.fX*x + fZPlaneParams.fY*y + fZPlaneParams.fZ;
}
SkPoint3 fZPlaneParams;
std::function<SkScalar(const SkPoint&)> fTransformedHeightFunc;
SkScalar fZOffset;
// members for perspective height function
SkScalar fZParams[3];
SkPoint3 fPerspZParams;
SkScalar fPartialDeterminants[3];
// first two points
@ -118,9 +122,8 @@ static void compute_radial_steps(const SkVector& v1, const SkVector& v2, SkScala
*n = steps;
}
SkBaseShadowTessellator::SkBaseShadowTessellator(SkShadowTessellator::HeightFunc heightFunc,
bool transparent)
: fHeightFunc(heightFunc)
SkBaseShadowTessellator::SkBaseShadowTessellator(const SkPoint3& zPlaneParams, bool transparent)
: fZPlaneParams(zPlaneParams)
, fZOffset(0)
, fFirstVertex(-1)
, fSucceeded(false)
@ -133,17 +136,17 @@ SkBaseShadowTessellator::SkBaseShadowTessellator(SkShadowTessellator::HeightFunc
}
bool SkBaseShadowTessellator::setZOffset(const SkRect& bounds, bool perspective) {
SkScalar minZ = fHeightFunc(bounds.fLeft, bounds.fTop);
SkScalar minZ = this->heightFunc(bounds.fLeft, bounds.fTop);
if (perspective) {
SkScalar z = fHeightFunc(bounds.fLeft, bounds.fBottom);
SkScalar z = this->heightFunc(bounds.fLeft, bounds.fBottom);
if (z < minZ) {
minZ = z;
}
z = fHeightFunc(bounds.fRight, bounds.fTop);
z = this->heightFunc(bounds.fRight, bounds.fTop);
if (z < minZ) {
minZ = z;
}
z = fHeightFunc(bounds.fRight, bounds.fBottom);
z = this->heightFunc(bounds.fRight, bounds.fBottom);
if (z < minZ) {
minZ = z;
}
@ -267,27 +270,28 @@ bool SkBaseShadowTessellator::addArc(const SkVector& nextNormal, bool finishArc)
bool SkBaseShadowTessellator::setTransformedHeightFunc(const SkMatrix& ctm) {
if (!ctm.hasPerspective()) {
fTransformedHeightFunc = [this](const SkPoint& p) {
return this->fHeightFunc(0, 0);
return fZPlaneParams.fZ;
};
} else {
SkMatrix ctmInverse;
if (!ctm.invert(&ctmInverse)) {
return false;
}
SkScalar C = fHeightFunc(0, 0);
SkScalar A = fHeightFunc(1, 0) - C;
SkScalar B = fHeightFunc(0, 1) - C;
// multiply by transpose
fZParams[0] = ctmInverse[SkMatrix::kMScaleX] * A +
ctmInverse[SkMatrix::kMSkewY] * B +
ctmInverse[SkMatrix::kMPersp0] * C;
fZParams[1] = ctmInverse[SkMatrix::kMSkewX] * A +
ctmInverse[SkMatrix::kMScaleY] * B +
ctmInverse[SkMatrix::kMPersp1] * C;
fZParams[2] = ctmInverse[SkMatrix::kMTransX] * A +
ctmInverse[SkMatrix::kMTransY] * B +
ctmInverse[SkMatrix::kMPersp2] * C;
fPerspZParams = SkPoint3::Make(
ctmInverse[SkMatrix::kMScaleX] * fZPlaneParams.fX +
ctmInverse[SkMatrix::kMSkewY] * fZPlaneParams.fY +
ctmInverse[SkMatrix::kMPersp0] * fZPlaneParams.fZ,
ctmInverse[SkMatrix::kMSkewX] * fZPlaneParams.fX +
ctmInverse[SkMatrix::kMScaleY] * fZPlaneParams.fY +
ctmInverse[SkMatrix::kMPersp1] * fZPlaneParams.fZ,
ctmInverse[SkMatrix::kMTransX] * fZPlaneParams.fX +
ctmInverse[SkMatrix::kMTransY] * fZPlaneParams.fY +
ctmInverse[SkMatrix::kMPersp2] * fZPlaneParams.fZ
);
// We use Cramer's rule to solve for the W value for a given post-divide X and Y,
// so pre-compute those values that are independent of X and Y.
@ -304,17 +308,17 @@ bool SkBaseShadowTessellator::setTransformedHeightFunc(const SkMatrix& ctm) {
// Pre-bake the numerator of Cramer's rule into the zParams to avoid another multiply.
// TODO: this may introduce numerical instability, but I haven't seen any issues yet.
fZParams[0] *= ctmDeterminant;
fZParams[1] *= ctmDeterminant;
fZParams[2] *= ctmDeterminant;
fPerspZParams.fX *= ctmDeterminant;
fPerspZParams.fY *= ctmDeterminant;
fPerspZParams.fZ *= ctmDeterminant;
fTransformedHeightFunc = [this](const SkPoint& p) {
SkScalar denom = p.fX * this->fPartialDeterminants[0] +
p.fY * this->fPartialDeterminants[1] +
this->fPartialDeterminants[2];
SkScalar denom = p.fX * fPartialDeterminants[0] +
p.fY * fPartialDeterminants[1] +
fPartialDeterminants[2];
SkScalar w = SkScalarFastInvert(denom);
return (this->fZParams[0] * p.fX + this->fZParams[1] * p.fY + this->fZParams[2])*w +
this->fZOffset;
return (fPerspZParams.fX * p.fX + fPerspZParams.fY * p.fY + fPerspZParams.fZ)*w +
fZOffset;
};
}
@ -327,7 +331,7 @@ bool SkBaseShadowTessellator::setTransformedHeightFunc(const SkMatrix& ctm) {
class SkAmbientShadowTessellator : public SkBaseShadowTessellator {
public:
SkAmbientShadowTessellator(const SkPath& path, const SkMatrix& ctm,
SkShadowTessellator::HeightFunc heightFunc, bool transparent);
const SkPoint3& zPlaneParams, bool transparent);
private:
void handleLine(const SkPoint& p) override;
@ -352,9 +356,9 @@ private:
SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path,
const SkMatrix& ctm,
SkShadowTessellator::HeightFunc heightFunc,
const SkPoint3& zPlaneParams,
bool transparent)
: INHERITED(heightFunc, transparent) {
: INHERITED(zPlaneParams, transparent) {
// Set base colors
SkScalar occluderHeight = heightFunc(0, 0);
SkScalar umbraAlpha = SkScalarInvert((1.0f + SkTMax(occluderHeight*kHeightFactor, 0.0f)));
@ -650,7 +654,7 @@ void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVecto
class SkSpotShadowTessellator : public SkBaseShadowTessellator {
public:
SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm,
SkShadowTessellator::HeightFunc heightFunc, const SkPoint3& lightPos,
const SkPoint3& zPlaneParams, const SkPoint3& lightPos,
SkScalar lightRadius, bool transparent);
private:
@ -693,10 +697,10 @@ private:
};
SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm,
SkShadowTessellator::HeightFunc heightFunc,
const SkPoint3& zPlaneParams,
const SkPoint3& lightPos, SkScalar lightRadius,
bool transparent)
: INHERITED(heightFunc, transparent)
: INHERITED(zPlaneParams, transparent)
, fLightZ(lightPos.fZ)
, fLightRadius(lightRadius)
, fOffsetAdjust(0)
@ -714,7 +718,7 @@ SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, const SkMat
// Set radius and colors
SkPoint center = SkPoint::Make(path.getBounds().centerX(), path.getBounds().centerY());
SkScalar occluderHeight = heightFunc(center.fX, center.fY) + fZOffset;
SkScalar occluderHeight = this->heightFunc(center.fX, center.fY) + fZOffset;
float zRatio = SkTPin(occluderHeight / (fLightZ - occluderHeight), 0.0f, 0.95f);
SkScalar radius = lightRadius * zRatio;
fRadius = radius;
@ -1287,14 +1291,14 @@ void SkSpotShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector&
///////////////////////////////////////////////////////////////////////////////////////////////////
sk_sp<SkVertices> SkShadowTessellator::MakeAmbient(const SkPath& path, const SkMatrix& ctm,
HeightFunc heightFunc, bool transparent) {
SkAmbientShadowTessellator ambientTess(path, ctm, heightFunc, transparent);
const SkPoint3& zPlane, bool transparent) {
SkAmbientShadowTessellator ambientTess(path, ctm, zPlane, transparent);
return ambientTess.releaseVertices();
}
sk_sp<SkVertices> SkShadowTessellator::MakeSpot(const SkPath& path, const SkMatrix& ctm,
HeightFunc heightFunc, const SkPoint3& lightPos,
const SkPoint3& zPlane, const SkPoint3& lightPos,
SkScalar lightRadius, bool transparent) {
SkSpotShadowTessellator spotTess(path, ctm, heightFunc, lightPos, lightRadius, transparent);
SkSpotShadowTessellator spotTess(path, ctm, zPlane, lightPos, lightRadius, transparent);
return spotTess.releaseVertices();
}

View File

@ -26,14 +26,14 @@ typedef std::function<SkScalar(SkScalar, SkScalar)> HeightFunc;
* If transparent is true, then the center of the ambient shadow will be filled in.
*/
sk_sp<SkVertices> MakeAmbient(const SkPath& path, const SkMatrix& ctm,
HeightFunc heightFunc, bool transparent);
const SkPoint3& zPlane, bool transparent);
/**
* This function generates a spot shadow mesh for a path by walking the transformed path,
* further transforming by the scale and translation, and outsetting and insetting by a radius.
* The center will be clipped against the original path unless transparent is true.
*/
sk_sp<SkVertices> MakeSpot(const SkPath& path, const SkMatrix& ctm, HeightFunc heightFunc,
sk_sp<SkVertices> MakeSpot(const SkPath& path, const SkMatrix& ctm, const SkPoint3& zPlane,
const SkPoint3& lightPos, SkScalar lightRadius, bool transparent);
}

View File

@ -170,10 +170,8 @@ struct AmbientVerticesFactory {
}
sk_sp<SkVertices> makeVertices(const SkPath& path, const SkMatrix& ctm) const {
SkScalar z = fOccluderHeight;
return SkShadowTessellator::MakeAmbient(path, ctm,
[z](SkScalar, SkScalar) { return z; },
fTransparent);
SkPoint3 zParams = SkPoint3::Make(0, 0, fOccluderHeight);
return SkShadowTessellator::MakeAmbient(path, ctm, zParams, fTransparent);
}
};
@ -221,9 +219,8 @@ struct SpotVerticesFactory {
sk_sp<SkVertices> makeVertices(const SkPath& path, const SkMatrix& ctm) const {
bool transparent = OccluderType::kTransparent == fOccluderType;
SkScalar z = fOccluderHeight;
return SkShadowTessellator::MakeSpot(path, ctm,
[z](SkScalar, SkScalar) -> SkScalar { return z; },
SkPoint3 zParams = SkPoint3::Make(0, 0, fOccluderHeight);
return SkShadowTessellator::MakeSpot(path, ctm, zParams,
fDevLightPos, fLightRadius, transparent);
}
};
@ -680,13 +677,13 @@ void SkShadowUtils::DrawShadow(SkCanvas* canvas, const SkPath& path, SkScalar oc
// Draw an offset spot shadow and outlining ambient shadow for the given path,
// without caching and using a function based on local position to compute the height.
void SkShadowUtils::DrawUncachedShadow(SkCanvas* canvas, const SkPath& path,
std::function<SkScalar(SkScalar, SkScalar)> heightFunc,
const SkPoint3& zPlaneParams,
const SkPoint3& lightPos, SkScalar lightRadius,
SkScalar ambientAlpha, SkScalar spotAlpha, SkColor color,
uint32_t flags) {
// try fast paths
bool skipAnalytic = SkToBool(flags & SkShadowFlags::kGeometricOnly_ShadowFlag);
if (!skipAnalytic && draw_analytic_shadows(canvas, path, heightFunc(0, 0), lightPos,
if (!skipAnalytic && draw_analytic_shadows(canvas, path, zPlaneParams.fZ, lightPos,
lightRadius, ambientAlpha, spotAlpha, color,
flags)) {
return;
@ -701,7 +698,7 @@ void SkShadowUtils::DrawUncachedShadow(SkCanvas* canvas, const SkPath& path,
if (ambientAlpha > 0) {
ambientAlpha = SkTMin(ambientAlpha, 1.f);
sk_sp<SkVertices> vertices = SkShadowTessellator::MakeAmbient(path, viewMatrix,
heightFunc, transparent);
zPlaneParams, transparent);
SkColor renderColor = compute_render_color(color, ambientAlpha);
SkPaint paint;
// Run the vertex color through a GaussianColorFilter and then modulate the grayscale
@ -714,7 +711,7 @@ void SkShadowUtils::DrawUncachedShadow(SkCanvas* canvas, const SkPath& path,
if (spotAlpha > 0) {
spotAlpha = SkTMin(spotAlpha, 1.f);
sk_sp<SkVertices> vertices = SkShadowTessellator::MakeSpot(path, viewMatrix, heightFunc,
sk_sp<SkVertices> vertices = SkShadowTessellator::MakeSpot(path, viewMatrix, zPlaneParams,
lightPos, lightRadius,
transparent);
SkColor renderColor = compute_render_color(color, spotAlpha);

View File

@ -15,24 +15,24 @@
void tessellate_shadow(skiatest::Reporter* reporter, const SkPath& path, const SkMatrix& ctm,
bool expectSuccess) {
auto heightFunc = [] (SkScalar, SkScalar) { return 4; };
auto heightParams = SkPoint3::Make(0, 0, 4);
auto verts = SkShadowTessellator::MakeAmbient(path, ctm, heightFunc, true);
auto verts = SkShadowTessellator::MakeAmbient(path, ctm, heightParams, true);
if (expectSuccess != SkToBool(verts)) {
ERRORF(reporter, "Expected shadow tessellation to %s but it did not.",
expectSuccess ? "succeed" : "fail");
}
verts = SkShadowTessellator::MakeAmbient(path, ctm, heightFunc, false);
verts = SkShadowTessellator::MakeAmbient(path, ctm, heightParams, false);
if (expectSuccess != SkToBool(verts)) {
ERRORF(reporter, "Expected shadow tessellation to %s but it did not.",
expectSuccess ? "succeed" : "fail");
}
verts = SkShadowTessellator::MakeSpot(path, ctm, heightFunc, {0, 0, 128}, 128.f, false);
verts = SkShadowTessellator::MakeSpot(path, ctm, heightParams, {0, 0, 128}, 128.f, false);
if (expectSuccess != SkToBool(verts)) {
ERRORF(reporter, "Expected shadow tessellation to %s but it did not.",
expectSuccess ? "succeed" : "fail");
}
verts = SkShadowTessellator::MakeSpot(path, ctm, heightFunc, {0, 0, 128}, 128.f, false);
verts = SkShadowTessellator::MakeSpot(path, ctm, heightParams, {0, 0, 128}, 128.f, false);
if (expectSuccess != SkToBool(verts)) {
ERRORF(reporter, "Expected shadow tessellation to %s but it did not.",
expectSuccess ? "succeed" : "fail");