skia2/gm/shadowutils.cpp
Brian Salomon 804e091df9 Make shadow_utils GM use its own SkResourceCache
This should stabilize the replay testing on the bots.

Change-Id: I89e3e308000743da6e1a765751103cffabc7e4ba
Reviewed-on: https://skia-review.googlesource.com/8902
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
2017-02-23 16:22:56 +00:00

104 lines
4.0 KiB
C++

/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkCanvas.h"
#include "SkPath.h"
#include "SkResourceCache.h"
#include "SkShadowUtils.h"
void draw_shadow(SkCanvas* canvas, const SkPath& path, int height, SkColor color, SkPoint3 lightPos,
SkScalar lightR, bool isAmbient, uint32_t flags, SkResourceCache* cache) {
SkScalar ambientAlpha = isAmbient ? .5f : 0.f;
SkScalar spotAlpha = isAmbient ? 0.f : .5f;
SkShadowUtils::DrawShadow(canvas, path, height, lightPos, lightR, ambientAlpha, spotAlpha,
color, flags, cache);
}
static constexpr int kW = 700;
static constexpr int kH = 800;
DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
// SkShadowUtils uses a cache of SkVertices meshes. The vertices are created in a local
// coordinate system and then translated when reused. The coordinate system depends on
// parameters to the generating draw. If other threads are hitting the cache while this GM is
// running then we may have different cache behavior leading to slight rendering differences.
// To avoid that we use our own isolated cache rather than the global cache.
SkResourceCache cache(1 << 20);
SkTArray<SkPath> paths;
paths.push_back().addRoundRect(SkRect::MakeWH(50, 50), 10, 10);
SkRRect oddRRect;
oddRRect.setNinePatch(SkRect::MakeWH(50, 50), 9, 13, 6, 16);
paths.push_back().addRRect(oddRRect);
paths.push_back().addRect(SkRect::MakeWH(50, 50));
paths.push_back().addCircle(25, 25, 25);
paths.push_back().cubicTo(100, 50, 20, 100, 0, 0);
static constexpr SkScalar kPad = 15.f;
static constexpr SkPoint3 kLightPos = {250, 400, 500};
static constexpr SkScalar kLightR = 100.f;
static constexpr SkScalar kHeight = 50.f;
canvas->translate(3 * kPad, 3 * kPad);
canvas->save();
SkScalar x = 0;
SkScalar dy = 0;
SkTDArray<SkMatrix> matrices;
matrices.push()->reset();
SkMatrix* m = matrices.push();
m->setRotate(33.f, 25.f, 25.f);
m->postScale(1.2f, 0.8f, 25.f, 25.f);
for (auto& m : matrices) {
for (auto flags : {kNone_ShadowFlag, kTransparentOccluder_ShadowFlag}) {
for (const auto& path : paths) {
SkRect postMBounds = path.getBounds();
m.mapRect(&postMBounds);
SkScalar w = postMBounds.width() + kHeight;
SkScalar dx = w + kPad;
if (x + dx > kW - 3 * kPad) {
canvas->restore();
canvas->translate(0, dy);
canvas->save();
x = 0;
dy = 0;
}
canvas->save();
canvas->concat(m);
draw_shadow(canvas, path, kHeight, SK_ColorRED, kLightPos, kLightR, true, flags,
&cache);
draw_shadow(canvas, path, kHeight, SK_ColorBLUE, kLightPos, kLightR, false, flags,
&cache);
// Draw the path outline in green on top of the ambient and spot shadows.
SkPaint paint;
paint.setColor(SK_ColorGREEN);
paint.setAntiAlias(true);
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(0);
canvas->drawPath(path, paint);
canvas->restore();
canvas->translate(dx, 0);
x += dx;
dy = SkTMax(dy, postMBounds.height() + kPad + kHeight);
}
}
}
// Show where the light is in x,y as a circle (specified in device space).
SkMatrix invCanvasM = canvas->getTotalMatrix();
if (invCanvasM.invert(&invCanvasM)) {
canvas->save();
canvas->concat(invCanvasM);
SkPaint paint;
paint.setColor(SK_ColorBLACK);
paint.setAntiAlias(true);
canvas->drawCircle(kLightPos.fX, kLightPos.fY, kLightR / 10.f, paint);
canvas->restore();
}
}