c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
78 lines
2.8 KiB
C++
78 lines
2.8 KiB
C++
/*
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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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#ifndef SkDrawShadowInfo_DEFINED
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#define SkDrawShadowInfo_DEFINED
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#include "include/core/SkColor.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkPoint3.h"
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class SkMatrix;
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class SkPath;
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struct SkRect;
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struct SkDrawShadowRec {
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SkPoint3 fZPlaneParams;
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SkPoint3 fLightPos;
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SkScalar fLightRadius;
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SkColor fAmbientColor;
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SkColor fSpotColor;
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uint32_t fFlags;
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};
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namespace SkDrawShadowMetrics {
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static constexpr auto kAmbientHeightFactor = 1.0f / 128.0f;
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static constexpr auto kAmbientGeomFactor = 64.0f;
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// Assuming that we have a light height of 600 for the spot shadow,
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// the spot values will reach their maximum at a height of approximately 292.3077.
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// We'll round up to 300 to keep it simple.
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static constexpr auto kMaxAmbientRadius = 300*kAmbientHeightFactor*kAmbientGeomFactor;
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static inline float divide_and_pin(float numer, float denom, float min, float max) {
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float result = SkTPin(sk_ieee_float_divide(numer, denom), min, max);
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// ensure that SkTPin handled non-finites correctly
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SkASSERT(result >= min && result <= max);
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return result;
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}
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inline SkScalar AmbientBlurRadius(SkScalar height) {
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return SkTMin(height*kAmbientHeightFactor*kAmbientGeomFactor, kMaxAmbientRadius);
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}
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inline SkScalar AmbientRecipAlpha(SkScalar height) {
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return 1.0f + SkTMax(height*kAmbientHeightFactor, 0.0f);
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}
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inline SkScalar SpotBlurRadius(SkScalar occluderZ, SkScalar lightZ, SkScalar lightRadius) {
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return lightRadius*divide_and_pin(occluderZ, lightZ - occluderZ, 0.0f, 0.95f);
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}
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inline void GetSpotParams(SkScalar occluderZ, SkScalar lightX, SkScalar lightY, SkScalar lightZ,
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SkScalar lightRadius,
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SkScalar* blurRadius, SkScalar* scale, SkVector* translate) {
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SkScalar zRatio = divide_and_pin(occluderZ, lightZ - occluderZ, 0.0f, 0.95f);
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*blurRadius = lightRadius*zRatio;
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*scale = divide_and_pin(lightZ, lightZ - occluderZ, 1.0f, 1.95f);
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*translate = SkVector::Make(-zRatio * lightX, -zRatio * lightY);
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}
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// Create the transformation to apply to a path to get its base shadow outline, given the light
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// parameters and the path's 3D transformation (given by ctm and zPlaneParams).
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// Also computes the blur radius to apply the transformed outline.
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bool GetSpotShadowTransform(const SkPoint3& lightPos, SkScalar lightRadius,
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const SkMatrix& ctm, const SkPoint3& zPlaneParams,
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const SkRect& pathBounds, SkMatrix* shadowTransform, SkScalar* radius);
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// get bounds prior to the ctm being applied
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void GetLocalBounds(const SkPath&, const SkDrawShadowRec&, const SkMatrix& ctm, SkRect* bounds);
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}
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#endif
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