ab664fa5b5
This reverts commite7c85c45c4
. Reason for revert: <INSERT REASONING HERE> Original change's description: > Revert "Create new inset algorithm for spot shadows" > > This reverts commite5f5bf5175
. > > Reason for revert: Breaking a bunch of bots. e.g: > > https://luci-milo.appspot.com/swarming/task/3519cae0a03c7b10/steps/dm/0/stdout > > Original change's description: > > Create new inset algorithm for spot shadows > > > > BUG=skia: > > > > Change-Id: If7c67c2a5b9beea28f86d13362a5156b46394d0e > > Reviewed-on: https://skia-review.googlesource.com/9875 > > Commit-Queue: Ravi Mistry <rmistry@google.com> > > Reviewed-by: Brian Salomon <bsalomon@google.com> > > Reviewed-by: Robert Phillips <robertphillips@google.com> > > > > TBR=jvanverth@google.com,bsalomon@google.com,rmistry@google.com,robertphillips@google.com,msarett@google.com,reviews@skia.org > NOPRESUBMIT=true > NOTREECHECKS=true > NOTRY=true > BUG=skia: > > Change-Id: I3d119ff631dbb1a41f873b9c8753d542ec91254e > Reviewed-on: https://skia-review.googlesource.com/10112 > Reviewed-by: Brian Salomon <bsalomon@google.com> > Commit-Queue: Brian Salomon <bsalomon@google.com> > TBR=jvanverth@google.com,bsalomon@google.com,rmistry@google.com,msarett@google.com,robertphillips@google.com,reviews@skia.org NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia: Change-Id: Ib3998300606d3a2e2fb3a14b2088cfad48363501 Reviewed-on: https://skia-review.googlesource.com/10113 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
105 lines
4.1 KiB
C++
105 lines
4.1 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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#include "gm.h"
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#include "SkCanvas.h"
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#include "SkPath.h"
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#include "SkResourceCache.h"
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#include "SkShadowUtils.h"
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void draw_shadow(SkCanvas* canvas, const SkPath& path, int height, SkColor color, SkPoint3 lightPos,
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SkScalar lightR, bool isAmbient, uint32_t flags, SkResourceCache* cache) {
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SkScalar ambientAlpha = isAmbient ? .5f : 0.f;
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SkScalar spotAlpha = isAmbient ? 0.f : .5f;
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SkShadowUtils::DrawShadow(canvas, path, height, lightPos, lightR, ambientAlpha, spotAlpha,
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color, flags, cache);
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}
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static constexpr int kW = 800;
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static constexpr int kH = 800;
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DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
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// SkShadowUtils uses a cache of SkVertices meshes. The vertices are created in a local
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// coordinate system and then translated when reused. The coordinate system depends on
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// parameters to the generating draw. If other threads are hitting the cache while this GM is
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// running then we may have different cache behavior leading to slight rendering differences.
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// To avoid that we use our own isolated cache rather than the global cache.
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SkResourceCache cache(1 << 20);
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SkTArray<SkPath> paths;
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paths.push_back().addRoundRect(SkRect::MakeWH(50, 50), 10, 10);
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SkRRect oddRRect;
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oddRRect.setNinePatch(SkRect::MakeWH(50, 50), 9, 13, 6, 16);
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paths.push_back().addRRect(oddRRect);
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paths.push_back().addRect(SkRect::MakeWH(50, 50));
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paths.push_back().addCircle(25, 25, 25);
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paths.push_back().cubicTo(100, 50, 20, 100, 0, 0);
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paths.push_back().addOval(SkRect::MakeWH(20, 60));
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static constexpr SkScalar kPad = 15.f;
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static constexpr SkPoint3 kLightPos = {250, 400, 500};
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static constexpr SkScalar kLightR = 100.f;
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static constexpr SkScalar kHeight = 50.f;
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canvas->translate(3 * kPad, 3 * kPad);
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canvas->save();
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SkScalar x = 0;
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SkScalar dy = 0;
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SkTDArray<SkMatrix> matrices;
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matrices.push()->reset();
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SkMatrix* m = matrices.push();
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m->setRotate(33.f, 25.f, 25.f);
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m->postScale(1.2f, 0.8f, 25.f, 25.f);
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for (auto& m : matrices) {
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for (auto flags : {kNone_ShadowFlag, kTransparentOccluder_ShadowFlag}) {
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for (const auto& path : paths) {
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SkRect postMBounds = path.getBounds();
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m.mapRect(&postMBounds);
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SkScalar w = postMBounds.width() + kHeight;
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SkScalar dx = w + kPad;
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if (x + dx > kW - 3 * kPad) {
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canvas->restore();
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canvas->translate(0, dy);
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canvas->save();
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x = 0;
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dy = 0;
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}
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canvas->save();
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canvas->concat(m);
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draw_shadow(canvas, path, kHeight, SK_ColorRED, kLightPos, kLightR, true, flags,
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&cache);
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draw_shadow(canvas, path, kHeight, SK_ColorBLUE, kLightPos, kLightR, false, flags,
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&cache);
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// Draw the path outline in green on top of the ambient and spot shadows.
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SkPaint paint;
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paint.setColor(SK_ColorGREEN);
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paint.setAntiAlias(true);
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paint.setStyle(SkPaint::kStroke_Style);
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paint.setStrokeWidth(0);
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canvas->drawPath(path, paint);
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canvas->restore();
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canvas->translate(dx, 0);
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x += dx;
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dy = SkTMax(dy, postMBounds.height() + kPad + kHeight);
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}
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}
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}
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// Show where the light is in x,y as a circle (specified in device space).
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SkMatrix invCanvasM = canvas->getTotalMatrix();
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if (invCanvasM.invert(&invCanvasM)) {
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canvas->save();
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canvas->concat(invCanvasM);
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SkPaint paint;
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paint.setColor(SK_ColorBLACK);
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paint.setAntiAlias(true);
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canvas->drawCircle(kLightPos.fX, kLightPos.fY, kLightR / 10.f, paint);
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canvas->restore();
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}
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}
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