Add geometric implementation for ambient shadows
BUG=skia:6119 Change-Id: I3140522f223c35fc059a33b593064897485dff7c Reviewed-on: https://skia-review.googlesource.com/7273 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
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@ -88,6 +88,8 @@ skia_effects_sources = [
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"$_src/effects/shadows/SkAmbientShadowMaskFilter.h",
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"$_src/effects/shadows/SkSpotShadowMaskFilter.cpp",
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"$_src/effects/shadows/SkSpotShadowMaskFilter.h",
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"$_src/effects/shadows/SkShadowTessellator.cpp",
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"$_src/effects/shadows/SkShadowTessellator.h",
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"$_include/effects/Sk1DPathEffect.h",
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"$_include/effects/Sk2DPathEffect.h",
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@ -25,6 +25,8 @@ class ShadowsView : public SampleView {
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SkPath fRectPath;
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SkPath fRRPath;
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SkPath fCirclePath;
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SkPath fFunkyRRPath;
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SkPath fCubicPath;
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SkPoint3 fLightPos;
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bool fShowAmbient;
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@ -46,6 +48,13 @@ protected:
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fCirclePath.addCircle(0, 0, 50);
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fRectPath.addRect(SkRect::MakeXYWH(-100, -50, 200, 100));
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fRRPath.addRRect(SkRRect::MakeRectXY(SkRect::MakeXYWH(-100, -50, 200, 100), 4, 4));
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fFunkyRRPath.addRoundRect(SkRect::MakeXYWH(-50, -50, SK_Scalar1 * 100, SK_Scalar1 * 100),
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40 * SK_Scalar1, 20 * SK_Scalar1,
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SkPath::kCW_Direction);
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fCubicPath.cubicTo(100 * SK_Scalar1, 50 * SK_Scalar1,
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20 * SK_Scalar1, 100 * SK_Scalar1,
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0 * SK_Scalar1, 0 * SK_Scalar1);
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fLightPos = SkPoint3::Make(-700, -700, 2800);
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}
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@ -431,20 +440,20 @@ protected:
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canvas->translate(200, 90);
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lightPos.fX += 200;
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lightPos.fY += 90;
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this->drawShadowedPath(canvas, fRectPath, 2, paint, kAmbientAlpha,
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this->drawShadowedPath(canvas, fRRPath, 2, paint, kAmbientAlpha,
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lightPos, kLightWidth, kSpotAlpha);
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paint.setColor(SK_ColorRED);
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canvas->translate(250, 0);
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lightPos.fX += 250;
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this->drawShadowedPath(canvas, fRRPath, 4, paint, kAmbientAlpha,
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this->drawShadowedPath(canvas, fRectPath, 4, paint, kAmbientAlpha,
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lightPos, kLightWidth, kSpotAlpha);
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paint.setColor(SK_ColorBLUE);
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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, 8, paint, 0.0f,
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this->drawShadowedPath(canvas, fCirclePath, 8, paint, 0,
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lightPos, kLightWidth, 0.5f);
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paint.setColor(SK_ColorGREEN);
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@ -452,6 +461,19 @@ protected:
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lightPos.fX += 250;
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this->drawShadowedPath(canvas, fRRPath, 64, paint, kAmbientAlpha,
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lightPos, kLightWidth, kSpotAlpha);
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paint.setColor(SK_ColorYELLOW);
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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, fFunkyRRPath, 8, paint, kAmbientAlpha,
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lightPos, kLightWidth, kSpotAlpha);
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paint.setColor(SK_ColorCYAN);
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canvas->translate(250, 0);
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lightPos.fX += 250;
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this->drawShadowedPath(canvas, fCubicPath, 16, paint, kAmbientAlpha,
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lightPos, kLightWidth, kSpotAlpha);
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}
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protected:
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@ -79,9 +79,10 @@ public:
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if (!args.fGpImplementsDistanceVector) {
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fragBuilder->codeAppendf("// GP does not implement fsDistanceVector - "
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" returning grey in GLSLGaussianEdgeFP\n");
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fragBuilder->codeAppendf("vec4 color = %s;", args.fInputColor);
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fragBuilder->codeAppendf("%s = vec4(0.0, 0.0, 0.0, color.r);", args.fOutputColor);
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" using alpha as input to GLSLGaussianEdgeFP\n");
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fragBuilder->codeAppendf("float factor = 1.0 - %s.a;", args.fInputColor);
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fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;");
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fragBuilder->codeAppendf("%s = vec4(0.0, 0.0, 0.0, factor);", args.fOutputColor);
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} else {
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fragBuilder->codeAppendf("vec4 color = %s;", args.fInputColor);
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fragBuilder->codeAppend("float radius = color.r*256.0*64.0 + color.g*64.0;");
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@ -22,6 +22,7 @@
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#include "glsl/GrGLSLFragmentShaderBuilder.h"
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#include "glsl/GrGLSLProgramDataManager.h"
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#include "glsl/GrGLSLUniformHandler.h"
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#include "SkShadowTessellator.h"
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#include "SkStrokeRec.h"
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#endif
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@ -132,6 +133,56 @@ void SkAmbientShadowMaskFilterImpl::flatten(SkWriteBuffer& buffer) const {
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Shader for managing the shadow's edge. a in the input color represents the initial
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// edge color, which is transformed by a Gaussian function. b represents the blend factor,
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// which is multiplied by this transformed value.
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//
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class ShadowEdgeFP : public GrFragmentProcessor {
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public:
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ShadowEdgeFP() {
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this->initClassID<ShadowEdgeFP>();
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}
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class GLSLShadowEdgeFP : public GrGLSLFragmentProcessor {
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public:
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GLSLShadowEdgeFP() {}
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void emitCode(EmitArgs& args) override {
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GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
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fragBuilder->codeAppendf("float factor = 1.0 - %s.a;", args.fInputColor);
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fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;");
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fragBuilder->codeAppendf("%s = vec4(0.0, 0.0, 0.0, %s.b*factor);", args.fOutputColor,
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args.fInputColor);
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}
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static void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder*) {}
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protected:
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void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {}
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};
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void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
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GLSLShadowEdgeFP::GenKey(*this, caps, b);
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}
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const char* name() const override { return "ShadowEdgeFP"; }
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void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
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inout->mulByUnknownFourComponents();
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}
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private:
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GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
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return new GLSLShadowEdgeFP();
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}
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bool onIsEqual(const GrFragmentProcessor& proc) const override { return true; }
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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bool SkAmbientShadowMaskFilterImpl::canFilterMaskGPU(const SkRRect& devRRect,
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const SkIRect& clipBounds,
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const SkMatrix& ctm,
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@ -141,16 +192,29 @@ bool SkAmbientShadowMaskFilterImpl::canFilterMaskGPU(const SkRRect& devRRect,
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return true;
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}
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static const float kHeightFactor = 1.0f / 128.0f;
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static const float kGeomFactor = 64.0f;
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bool SkAmbientShadowMaskFilterImpl::directFilterMaskGPU(GrTextureProvider* texProvider,
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GrRenderTargetContext* drawContext,
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GrRenderTargetContext* rtContext,
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GrPaint&& paint,
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const GrClip& clip,
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const SkMatrix& viewMatrix,
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const SkStrokeRec& strokeRec,
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const SkStrokeRec&,
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const SkPath& path) const {
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SkASSERT(drawContext);
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SkASSERT(rtContext);
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// TODO: this will not handle local coordinates properly
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if (fAmbientAlpha <= 0.0f) {
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return true;
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}
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// only convex paths for now
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if (!path.isConvex()) {
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return false;
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}
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#ifdef SUPPORT_FAST_PATH
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// if circle
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// TODO: switch to SkScalarNearlyEqual when either oval renderer is updated or we
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// have our own GeometryProc.
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@ -163,9 +227,28 @@ bool SkAmbientShadowMaskFilterImpl::directFilterMaskGPU(GrTextureProvider* texPr
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return this->directFilterRRectMaskGPU(nullptr, drawContext, std::move(paint), clip,
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SkMatrix::I(), strokeRec, rrect, rrect);
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}
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#endif
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// TODO
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return false;
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SkScalar radius = fOccluderHeight * kHeightFactor * kGeomFactor;
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SkScalar umbraAlpha = SkScalarInvert((1.0f+SkTMax(fOccluderHeight * kHeightFactor, 0.0f)));
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// umbraColor is the interior value, penumbraColor the exterior value.
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// umbraAlpha is the factor that is linearly interpolated from outside to inside, and
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// then "blurred" by the ShadowEdgeFP. It is then multiplied by fAmbientAlpha to get
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// the final alpha.
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GrColor umbraColor = GrColorPackRGBA(0, 0, fAmbientAlpha*255.9999f, umbraAlpha*255.9999f);
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GrColor penumbraColor = GrColorPackRGBA(0, 0, fAmbientAlpha*255.9999f, 0);
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SkAmbientShadowTessellator tess(SkMatrix::I(), path, radius, umbraColor, penumbraColor,
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SkToBool(fFlags & SkShadowFlags::kTransparentOccluder_ShadowFlag));
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sk_sp<ShadowEdgeFP> edgeFP(new ShadowEdgeFP);
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paint.addColorFragmentProcessor(edgeFP);
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rtContext->drawVertices(clip, std::move(paint), SkMatrix::I(), kTriangles_GrPrimitiveType,
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tess.vertexCount(), tess.positions(), nullptr,
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tess.colors(), tess.indices(), tess.indexCount());
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return true;
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}
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bool SkAmbientShadowMaskFilterImpl::directFilterRRectMaskGPU(GrContext*,
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@ -176,6 +259,10 @@ bool SkAmbientShadowMaskFilterImpl::directFilterRRectMaskGPU(GrContext*,
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const SkStrokeRec& strokeRec,
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const SkRRect& rrect,
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const SkRRect& devRRect) const {
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#ifndef SUPPORT_FAST_PATH
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return false;
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#endif
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// It's likely the caller has already done these checks, but we have to be sure.
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// TODO: support analytic blurring of general rrect
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@ -207,9 +294,6 @@ bool SkAmbientShadowMaskFilterImpl::directFilterRRectMaskGPU(GrContext*,
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// TODO: take flags into account when generating shadow data
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if (fAmbientAlpha > 0.0f) {
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static const float kHeightFactor = 1.0f / 128.0f;
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static const float kGeomFactor = 64.0f;
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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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@ -252,7 +336,7 @@ sk_sp<GrTextureProxy> SkAmbientShadowMaskFilterImpl::filterMaskGPU(GrContext*,
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return nullptr;
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}
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#endif
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#endif // SK_SUPPORT_GPU
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#ifndef SK_IGNORE_TO_STRING
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void SkAmbientShadowMaskFilterImpl::toString(SkString* str) const {
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310
src/effects/shadows/SkShadowTessellator.cpp
Executable file
310
src/effects/shadows/SkShadowTessellator.cpp
Executable file
@ -0,0 +1,310 @@
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/*
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* Copyright 2017 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "SkShadowTessellator.h"
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#include "SkGeometry.h"
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#include "GrPathUtils.h"
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static bool compute_normal(const SkPoint& p0, const SkPoint& p1, SkScalar radius, SkScalar dir,
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SkVector* newNormal) {
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SkVector normal;
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// compute perpendicular
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normal.fX = p0.fY - p1.fY;
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normal.fY = p1.fX - p0.fX;
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if (!normal.normalize()) {
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return false;
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}
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normal *= radius*dir;
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*newNormal = normal;
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return true;
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}
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static void compute_radial_steps(const SkVector& v1, const SkVector& v2, SkScalar r,
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SkScalar* rotSin, SkScalar* rotCos, int* n) {
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const SkScalar kRecipPixelsPerArcSegment = 0.25f;
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SkScalar rCos = v1.dot(v2);
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SkScalar rSin = v1.cross(v2);
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SkScalar theta = SkScalarATan2(rSin, rCos);
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SkScalar steps = r*theta*kRecipPixelsPerArcSegment;
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SkScalar dTheta = theta / steps;
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*rotSin = SkScalarSinCos(dTheta, rotCos);
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*n = SkScalarFloorToInt(steps);
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}
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SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkMatrix& viewMatrix,
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const SkPath& path,
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SkScalar radius,
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GrColor umbraColor,
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GrColor penumbraColor,
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bool transparent)
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: fRadius(radius)
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, fUmbraColor(umbraColor)
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, fPenumbraColor(penumbraColor)
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, fTransparent(transparent)
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, fPrevInnerIndex(-1) {
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// Outer ring: 3*numPts
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// Middle ring: numPts
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fPositions.setReserve(4 * path.countPoints());
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fColors.setReserve(4 * path.countPoints());
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// Outer ring: 12*numPts
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// Middle ring: 0
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fIndices.setReserve(12 * path.countPoints());
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fInitPoints.setReserve(3);
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// walk around the path, tessellate and generate outer ring
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// if original path is transparent, will accumulate sum of points for centroid
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SkPath::Iter iter(path, true);
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SkPoint pts[4];
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SkPath::Verb verb;
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if (fTransparent) {
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*fPositions.push() = SkPoint::Make(0, 0);
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*fColors.push() = umbraColor;
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fCentroidCount = 0;
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}
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while ((verb = iter.next(pts)) != SkPath::kDone_Verb) {
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switch (verb) {
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case SkPath::kLine_Verb:
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this->handleLine(viewMatrix, pts[1]);
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break;
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case SkPath::kQuad_Verb:
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this->handleQuad(viewMatrix, pts);
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break;
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case SkPath::kCubic_Verb:
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this->handleCubic(viewMatrix, pts);
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break;
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case SkPath::kConic_Verb:
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this->handleConic(viewMatrix, pts, iter.conicWeight());
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break;
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case SkPath::kMove_Verb:
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case SkPath::kClose_Verb:
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case SkPath::kDone_Verb:
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break;
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}
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}
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SkVector normal;
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if (compute_normal(fPositions[fPrevInnerIndex], fPositions[fFirstVertex], fRadius, fDirection,
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&normal)) {
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this->addArc(normal);
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// close out previous arc
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*fPositions.push() = fPositions[fPrevInnerIndex] + normal;
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*fColors.push() = fPenumbraColor;
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*fIndices.push() = fPrevInnerIndex;
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*fIndices.push() = fPositions.count() - 2;
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*fIndices.push() = fPositions.count() - 1;
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// add final edge
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*fPositions.push() = fPositions[fFirstVertex] + normal;
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*fColors.push() = fPenumbraColor;
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*fIndices.push() = fPrevInnerIndex;
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*fIndices.push() = fPositions.count() - 2;
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*fIndices.push() = fFirstVertex;
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*fIndices.push() = fPositions.count() - 2;
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*fIndices.push() = fPositions.count() - 1;
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*fIndices.push() = fFirstVertex;
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}
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// finalize centroid
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if (fTransparent) {
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fPositions[0] *= SkScalarFastInvert(fCentroidCount);
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*fIndices.push() = 0;
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*fIndices.push() = fPrevInnerIndex;
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*fIndices.push() = fFirstVertex;
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}
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// final fan
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if (fPositions.count() >= 3) {
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fPrevInnerIndex = fFirstVertex;
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fPrevNormal = normal;
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this->addArc(fFirstNormal);
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*fIndices.push() = fFirstVertex;
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*fIndices.push() = fPositions.count() - 1;
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*fIndices.push() = fFirstVertex + 1;
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}
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}
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// tesselation tolerance values, in device space pixels
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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 SkAmbientShadowTessellator::handleLine(const SkPoint& p) {
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if (fInitPoints.count() < 2) {
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*fInitPoints.push() = p;
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return;
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}
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if (fInitPoints.count() == 2) {
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// determine if cw or ccw
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SkVector v0 = fInitPoints[1] - fInitPoints[0];
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SkVector v1 = p - fInitPoints[0];
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SkScalar perpDot = v0.fX*v1.fY - v0.fY*v1.fX;
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if (SkScalarNearlyZero(perpDot)) {
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// nearly parallel, just treat as straight line and continue
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fInitPoints[1] = p;
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return;
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}
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// if perpDot > 0, winding is ccw
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fDirection = (perpDot > 0) ? -1 : 1;
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// add first quad
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if (!compute_normal(fInitPoints[0], fInitPoints[1], fRadius, fDirection,
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&fFirstNormal)) {
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// first two points are incident, make the third point the second and continue
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fInitPoints[1] = p;
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return;
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}
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fFirstVertex = fPositions.count();
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fPrevNormal = fFirstNormal;
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fPrevInnerIndex = fFirstVertex;
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*fPositions.push() = fInitPoints[0];
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*fColors.push() = fUmbraColor;
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*fPositions.push() = fInitPoints[0] + fFirstNormal;
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*fColors.push() = fPenumbraColor;
|
||||
if (fTransparent) {
|
||||
fPositions[0] += fInitPoints[0];
|
||||
fCentroidCount = 1;
|
||||
}
|
||||
this->addEdge(fInitPoints[1], fFirstNormal);
|
||||
|
||||
// to ensure we skip this block next time
|
||||
*fInitPoints.push() = p;
|
||||
}
|
||||
|
||||
SkVector normal;
|
||||
if (compute_normal(fPositions[fPrevInnerIndex], p, fRadius, fDirection, &normal)) {
|
||||
this->addArc(normal);
|
||||
this->addEdge(p, normal);
|
||||
}
|
||||
}
|
||||
|
||||
void SkAmbientShadowTessellator::handleLine(const SkMatrix& m, SkPoint p) {
|
||||
m.mapPoints(&p, 1);
|
||||
this->handleLine(p);
|
||||
}
|
||||
|
||||
void SkAmbientShadowTessellator::handleQuad(const SkPoint pts[3]) {
|
||||
int maxCount = GrPathUtils::quadraticPointCount(pts, kQuadTolerance);
|
||||
fPointBuffer.setReserve(maxCount);
|
||||
SkPoint* target = fPointBuffer.begin();
|
||||
int count = GrPathUtils::generateQuadraticPoints(pts[0], pts[1], pts[2],
|
||||
kQuadTolerance, &target, maxCount);
|
||||
fPointBuffer.setCount(count);
|
||||
for (int i = 0; i < count; i++) {
|
||||
this->handleLine(fPointBuffer[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void SkAmbientShadowTessellator::handleQuad(const SkMatrix& m, SkPoint pts[3]) {
|
||||
m.mapPoints(pts, 3);
|
||||
this->handleQuad(pts);
|
||||
}
|
||||
|
||||
void SkAmbientShadowTessellator::handleCubic(const SkMatrix& m, SkPoint pts[4]) {
|
||||
m.mapPoints(pts, 4);
|
||||
int maxCount = GrPathUtils::cubicPointCount(pts, kCubicTolerance);
|
||||
fPointBuffer.setReserve(maxCount);
|
||||
SkPoint* target = fPointBuffer.begin();
|
||||
int count = GrPathUtils::generateCubicPoints(pts[0], pts[1], pts[2], pts[3],
|
||||
kCubicTolerance, &target, maxCount);
|
||||
fPointBuffer.setCount(count);
|
||||
for (int i = 0; i < count; i++) {
|
||||
this->handleLine(fPointBuffer[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void SkAmbientShadowTessellator::handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w) {
|
||||
m.mapPoints(pts, 3);
|
||||
SkAutoConicToQuads quadder;
|
||||
const SkPoint* quads = quadder.computeQuads(pts, w, kConicTolerance);
|
||||
SkPoint lastPoint = *(quads++);
|
||||
int count = quadder.countQuads();
|
||||
for (int i = 0; i < count; ++i) {
|
||||
SkPoint quadPts[3];
|
||||
quadPts[0] = lastPoint;
|
||||
quadPts[1] = quads[0];
|
||||
quadPts[2] = i == count - 1 ? pts[2] : quads[1];
|
||||
this->handleQuad(quadPts);
|
||||
lastPoint = quadPts[2];
|
||||
quads += 2;
|
||||
}
|
||||
}
|
||||
|
||||
void SkAmbientShadowTessellator::addArc(const SkVector& nextNormal) {
|
||||
// fill in fan from previous quad
|
||||
SkScalar rotSin, rotCos;
|
||||
int numSteps;
|
||||
compute_radial_steps(fPrevNormal, nextNormal, fRadius, &rotSin, &rotCos, &numSteps);
|
||||
SkVector prevNormal = fPrevNormal;
|
||||
for (int i = 0; i < numSteps; ++i) {
|
||||
SkVector nextNormal;
|
||||
nextNormal.fX = prevNormal.fX*rotCos - prevNormal.fY*rotSin;
|
||||
nextNormal.fY = prevNormal.fY*rotCos + prevNormal.fX*rotSin;
|
||||
*fPositions.push() = fPositions[fPrevInnerIndex] + nextNormal;
|
||||
*fColors.push() = fPenumbraColor;
|
||||
*fIndices.push() = fPrevInnerIndex;
|
||||
*fIndices.push() = fPositions.count() - 2;
|
||||
*fIndices.push() = fPositions.count() - 1;
|
||||
|
||||
prevNormal = nextNormal;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void SkAmbientShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint,
|
||||
const SkVector& nextNormal) {
|
||||
// close out previous arc
|
||||
*fPositions.push() = fPositions[fPrevInnerIndex] + nextNormal;
|
||||
*fColors.push() = fPenumbraColor;
|
||||
*fIndices.push() = fPrevInnerIndex;
|
||||
*fIndices.push() = fPositions.count() - 2;
|
||||
*fIndices.push() = fPositions.count() - 1;
|
||||
|
||||
this->addEdge(nextPoint, nextNormal);
|
||||
}
|
||||
|
||||
void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal) {
|
||||
// add next quad
|
||||
*fPositions.push() = nextPoint;
|
||||
*fColors.push() = fUmbraColor;
|
||||
*fPositions.push() = nextPoint + nextNormal;
|
||||
*fColors.push() = fPenumbraColor;
|
||||
|
||||
*fIndices.push() = fPrevInnerIndex;
|
||||
*fIndices.push() = fPositions.count() - 3;
|
||||
*fIndices.push() = fPositions.count() - 2;
|
||||
|
||||
*fIndices.push() = fPositions.count() - 3;
|
||||
*fIndices.push() = fPositions.count() - 1;
|
||||
*fIndices.push() = fPositions.count() - 2;
|
||||
|
||||
// if transparent, add point to first one in array and add to center fan
|
||||
if (fTransparent) {
|
||||
fPositions[0] += nextPoint;
|
||||
++fCentroidCount;
|
||||
|
||||
*fIndices.push() = 0;
|
||||
*fIndices.push() = fPrevInnerIndex;
|
||||
*fIndices.push() = fPositions.count() - 2;
|
||||
}
|
||||
|
||||
fPrevInnerIndex = fPositions.count() - 2;
|
||||
fPrevNormal = nextNormal;
|
||||
}
|
71
src/effects/shadows/SkShadowTessellator.h
Executable file
71
src/effects/shadows/SkShadowTessellator.h
Executable file
@ -0,0 +1,71 @@
|
||||
/*
|
||||
* Copyright 2017 Google Inc.
|
||||
*
|
||||
* Use of this source code is governed by a BSD-style license that can be
|
||||
* found in the LICENSE file.
|
||||
*/
|
||||
|
||||
#ifndef SkShadowTessellator_DEFINED
|
||||
#define SkShadowTessellator_DEFINED
|
||||
|
||||
#include "GrColor.h"
|
||||
#include "SkTDArray.h"
|
||||
#include "SkPoint.h"
|
||||
|
||||
class SkMatrix;
|
||||
class SkPath;
|
||||
|
||||
/**
|
||||
* This class generates an ambient shadow for a path by walking the path, outsetting by the
|
||||
* radius, and setting inner and outer colors to umbraColor and penumbraColor, respectively.
|
||||
* If transparent is true, then the center of the ambient shadow will be filled in.
|
||||
*/
|
||||
class SkAmbientShadowTessellator {
|
||||
public:
|
||||
SkAmbientShadowTessellator(const SkMatrix& viewMatrix, const SkPath& path, SkScalar radius,
|
||||
GrColor umbraColor, GrColor penumbraColor, bool transparent);
|
||||
|
||||
int vertexCount() { return fPositions.count(); }
|
||||
SkPoint* positions() { return fPositions.begin(); }
|
||||
GrColor* colors() { return fColors.begin(); }
|
||||
int indexCount() { return fIndices.count(); }
|
||||
uint16_t* indices() { return fIndices.begin(); }
|
||||
|
||||
private:
|
||||
void handleLine(const SkPoint& p);
|
||||
void handleLine(const SkMatrix& m, SkPoint p);
|
||||
|
||||
void handleQuad(const SkPoint pts[3]);
|
||||
void handleQuad(const SkMatrix& m, SkPoint pts[3]);
|
||||
|
||||
void handleCubic(const SkMatrix& m, SkPoint pts[4]);
|
||||
|
||||
void handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w);
|
||||
|
||||
void addArc(const SkVector& nextNormal);
|
||||
void finishArcAndAddEdge(const SkVector& nextPoint, const SkVector& nextNormal);
|
||||
void addEdge(const SkVector& nextPoint, const SkVector& nextNormal);
|
||||
|
||||
SkScalar fRadius;
|
||||
GrColor fUmbraColor;
|
||||
GrColor fPenumbraColor;
|
||||
bool fTransparent;
|
||||
|
||||
SkTDArray<SkPoint> fPositions;
|
||||
SkTDArray<GrColor> fColors;
|
||||
SkTDArray<uint16_t> fIndices;
|
||||
|
||||
int fPrevInnerIndex;
|
||||
SkVector fPrevNormal;
|
||||
int fFirstVertex;
|
||||
SkVector fFirstNormal;
|
||||
SkScalar fDirection;
|
||||
int fCentroidCount;
|
||||
|
||||
// first three points
|
||||
SkTDArray<SkPoint> fInitPoints;
|
||||
// temporary buffer
|
||||
SkTDArray<SkPoint> fPointBuffer;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user