skia2/gm/shadowutils.cpp
John Stiles acf7164587 Fix cases of variable shadowing in /gm/.
If we manage to fix all the existing cases of variable shadowing, we
could enable -Wshadow.

Change-Id: I905459bf0bbaa205da7dc59e1910e345bed2af51
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/438538
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
2021-08-13 03:35:15 +00:00

334 lines
12 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/gm.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.h"
#include "include/core/SkMatrix.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPathBuilder.h"
#include "include/core/SkPoint.h"
#include "include/core/SkPoint3.h"
#include "include/core/SkRRect.h"
#include "include/core/SkRect.h"
#include "include/core/SkScalar.h"
#include "include/core/SkTypes.h"
#include "include/private/SkShadowFlags.h"
#include "include/private/SkTArray.h"
#include "include/private/SkTDArray.h"
#include "include/utils/SkShadowUtils.h"
#include <initializer_list>
void draw_shadow(SkCanvas* canvas, const SkPath& path, SkScalar height, SkColor color,
SkPoint3 lightPos, SkScalar lightR, bool isAmbient, uint32_t flags) {
SkScalar ambientAlpha = isAmbient ? .5f : 0.f;
SkScalar spotAlpha = isAmbient ? 0.f : .5f;
SkColor ambientColor = SkColorSetARGB(ambientAlpha*SkColorGetA(color), SkColorGetR(color),
SkColorGetG(color), SkColorGetB(color));
SkColor spotColor = SkColorSetARGB(spotAlpha*SkColorGetA(color), SkColorGetR(color),
SkColorGetG(color), SkColorGetB(color));
SkShadowUtils::DrawShadow(canvas, path, SkPoint3{ 0, 0, height}, lightPos, lightR,
ambientColor, spotColor, flags);
}
static constexpr int kW = 800;
static constexpr int kH = 960;
enum ShadowMode {
kDebugColorNoOccluders,
kDebugColorOccluders,
kGrayscale
};
void draw_paths(SkCanvas* canvas, ShadowMode mode) {
SkTArray<SkPath> paths;
paths.push_back(SkPath::RRect(SkRect::MakeWH(50, 50), 10, 10.00002f));
SkRRect oddRRect;
oddRRect.setNinePatch(SkRect::MakeWH(50, 50), 9, 13, 6, 16);
paths.push_back(SkPath::RRect(oddRRect));
paths.push_back(SkPath::Rect(SkRect::MakeWH(50, 50)));
paths.push_back(SkPath::Circle(25, 25, 25));
paths.push_back(SkPathBuilder().cubicTo(100, 50, 20, 100, 0, 0).detach());
paths.push_back(SkPath::Oval(SkRect::MakeWH(20, 60)));
// star
SkTArray<SkPath> concavePaths;
concavePaths.push_back().moveTo(0.0f, -33.3333f);
concavePaths.back().lineTo(9.62f, -16.6667f);
concavePaths.back().lineTo(28.867f, -16.6667f);
concavePaths.back().lineTo(19.24f, 0.0f);
concavePaths.back().lineTo(28.867f, 16.6667f);
concavePaths.back().lineTo(9.62f, 16.6667f);
concavePaths.back().lineTo(0.0f, 33.3333f);
concavePaths.back().lineTo(-9.62f, 16.6667f);
concavePaths.back().lineTo(-28.867f, 16.6667f);
concavePaths.back().lineTo(-19.24f, 0.0f);
concavePaths.back().lineTo(-28.867f, -16.6667f);
concavePaths.back().lineTo(-9.62f, -16.6667f);
concavePaths.back().close();
// dumbbell
concavePaths.push_back().moveTo(50, 0);
concavePaths.back().cubicTo(100, 25, 60, 50, 50, 0);
concavePaths.back().cubicTo(0, -25, 40, -50, 50, 0);
static constexpr SkScalar kPad = 15.f;
static constexpr SkScalar kLightR = 100.f;
static constexpr SkScalar kHeight = 50.f;
// transform light position relative to canvas to handle tiling
SkPoint lightXY = canvas->getTotalMatrix().mapXY(250, 400);
SkPoint3 lightPos = { lightXY.fX, lightXY.fY, 500 };
canvas->translate(3 * kPad, 3 * kPad);
canvas->save();
SkScalar x = 0;
SkScalar dy = 0;
SkTDArray<SkMatrix> matrices;
matrices.push()->reset();
matrices.push()->setRotate(33.f, 25.f, 25.f).postScale(1.2f, 0.8f, 25.f, 25.f);
for (auto& m : matrices) {
for (int flags : { kNone_ShadowFlag, kTransparentOccluder_ShadowFlag }) {
int pathCounter = 0;
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);
// flip a couple of paths to test 180° rotation
if (kTransparentOccluder_ShadowFlag == flags && 0 == pathCounter % 3) {
canvas->save();
canvas->rotate(180, 25, 25);
}
if (kDebugColorNoOccluders == mode || kDebugColorOccluders == mode) {
draw_shadow(canvas, path, kHeight, SK_ColorRED, lightPos, kLightR,
true, flags);
draw_shadow(canvas, path, kHeight, SK_ColorBLUE, lightPos, kLightR,
false, flags);
} else if (kGrayscale == mode) {
SkColor ambientColor = SkColorSetARGB(0.1f * 255, 0, 0, 0);
SkColor spotColor = SkColorSetARGB(0.25f * 255, 0, 0, 0);
SkShadowUtils::DrawShadow(canvas, path, SkPoint3{0, 0, kHeight}, lightPos,
kLightR, ambientColor, spotColor, flags);
}
SkPaint paint;
paint.setAntiAlias(true);
if (kDebugColorNoOccluders == mode) {
// Draw the path outline in green on top of the ambient and spot shadows.
if (SkToBool(flags & kTransparentOccluder_ShadowFlag)) {
paint.setColor(SK_ColorCYAN);
} else {
paint.setColor(SK_ColorGREEN);
}
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(0);
} else {
paint.setColor(kDebugColorOccluders == mode ? SK_ColorLTGRAY : SK_ColorWHITE);
if (SkToBool(flags & kTransparentOccluder_ShadowFlag)) {
paint.setAlphaf(0.5f);
}
paint.setStyle(SkPaint::kFill_Style);
}
canvas->drawPath(path, paint);
if (kTransparentOccluder_ShadowFlag == flags && 0 == pathCounter % 3) {
canvas->restore();
}
canvas->restore();
canvas->translate(dx, 0);
x += dx;
dy = std::max(dy, postMBounds.height() + kPad + kHeight);
++pathCounter;
}
}
}
// concave paths
canvas->restore();
canvas->translate(kPad, dy);
canvas->save();
x = kPad;
dy = 0;
for (auto& m : matrices) {
// for the concave paths we are not clipping, so transparent and opaque are the same
for (const auto& path : concavePaths) {
SkRect postMBounds = path.getBounds();
m.mapRect(&postMBounds);
SkScalar w = postMBounds.width() + kHeight;
SkScalar dx = w + kPad;
canvas->save();
canvas->concat(m);
if (kDebugColorNoOccluders == mode || kDebugColorOccluders == mode) {
draw_shadow(canvas, path, kHeight, SK_ColorRED, lightPos, kLightR,
true, kNone_ShadowFlag);
draw_shadow(canvas, path, kHeight, SK_ColorBLUE, lightPos, kLightR,
false, kNone_ShadowFlag);
} else if (kGrayscale == mode) {
SkColor ambientColor = SkColorSetARGB(0.1f * 255, 0, 0, 0);
SkColor spotColor = SkColorSetARGB(0.25f * 255, 0, 0, 0);
SkShadowUtils::DrawShadow(canvas, path, SkPoint3{ 0, 0, kHeight }, lightPos,
kLightR, ambientColor, spotColor, kNone_ShadowFlag);
}
SkPaint paint;
paint.setAntiAlias(true);
if (kDebugColorNoOccluders == mode) {
// Draw the path outline in green on top of the ambient and spot shadows.
paint.setColor(SK_ColorGREEN);
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(0);
} else {
paint.setColor(kDebugColorOccluders == mode ? SK_ColorLTGRAY : SK_ColorWHITE);
paint.setStyle(SkPaint::kFill_Style);
}
canvas->drawPath(path, paint);
canvas->restore();
canvas->translate(dx, 0);
x += dx;
dy = std::max(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(lightPos.fX, lightPos.fY, kLightR / 10.f, paint);
canvas->restore();
}
}
DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
draw_paths(canvas, kDebugColorNoOccluders);
}
DEF_SIMPLE_GM(shadow_utils_occl, canvas, kW, kH) {
draw_paths(canvas, kDebugColorOccluders);
}
DEF_SIMPLE_GM(shadow_utils_gray, canvas, kW, kH) {
draw_paths(canvas, kGrayscale);
}
#include "include/effects/SkGradientShader.h"
#include "src/core/SkColorFilterPriv.h"
DEF_SIMPLE_GM(shadow_utils_gaussian_colorfilter, canvas, 512, 256) {
const SkRect r = SkRect::MakeWH(256, 256);
const SkColor colors[] = { 0, 0xFF000000 };
auto sh = SkGradientShader::MakeRadial({r.centerX(), r.centerY()}, r.width(),
colors, nullptr, SK_ARRAY_COUNT(colors),
SkTileMode::kClamp);
SkPaint redPaint;
redPaint.setColor(SK_ColorRED);
SkPaint paint;
paint.setShader(sh);
canvas->drawRect(r, redPaint);
canvas->drawRect(r, paint);
canvas->translate(256, 0);
paint.setColorFilter(SkColorFilterPriv::MakeGaussian());
canvas->drawRect(r, redPaint);
canvas->drawRect(r, paint);
}
DEF_SIMPLE_GM(shadow_utils_directional, canvas, 256, 384) {
static constexpr SkScalar kLightR = 1.f;
static constexpr SkScalar kHeight = 12.f;
SkPath rrect(SkPath::RRect(SkRect::MakeLTRB(-25, -25, 25, 25), 10, 10));
SkPoint3 lightPos = { -45, -45, 77.9422863406f };
SkColor ambientColor = SkColorSetARGB(0.02f * 255, 0, 0, 0);
SkColor spotColor = SkColorSetARGB(0.35f * 255, 0, 0, 0);
SkPaint paint;
paint.setAntiAlias(true);
paint.setColor(SK_ColorWHITE);
paint.setStyle(SkPaint::kFill_Style);
// translation
canvas->save();
canvas->translate(35, 35);
for (int i = 0; i < 3; ++i) {
SkShadowUtils::DrawShadow(canvas, rrect, SkPoint3{ 0, 0, kHeight }, lightPos,
kLightR, ambientColor, spotColor,
kDirectionalLight_ShadowFlag);
canvas->drawPath(rrect, paint);
canvas->translate(80, 0);
}
canvas->restore();
// rotation
for (int i = 0; i < 3; ++i) {
canvas->save();
canvas->translate(35 + 80*i, 105);
canvas->rotate(20.f*(i + 1));
SkShadowUtils::DrawShadow(canvas, rrect, SkPoint3{ 0, 0, kHeight }, lightPos,
kLightR, ambientColor, spotColor,
kDirectionalLight_ShadowFlag);
canvas->drawPath(rrect, paint);
canvas->restore();
}
// scale
for (int i = 0; i < 3; ++i) {
canvas->save();
SkScalar scaleFactor = sk_float_pow(2.0, -i);
canvas->translate(35 + 80*i, 185);
canvas->scale(scaleFactor, scaleFactor);
SkShadowUtils::DrawShadow(canvas, rrect, SkPoint3{ 0, 0, kHeight }, lightPos,
kLightR, ambientColor, spotColor,
kDirectionalLight_ShadowFlag);
canvas->drawPath(rrect, paint);
canvas->restore();
}
// perspective
for (int i = 0; i < 3; ++i) {
canvas->save();
SkMatrix mat;
mat.reset();
mat[SkMatrix::kMPersp1] = 0.005f;
mat[SkMatrix::kMPersp2] = 1.005f;
canvas->translate(35 + 80*i, 265);
canvas->concat(mat);
SkShadowUtils::DrawShadow(canvas, rrect, SkPoint3{ 0, 0, kHeight }, lightPos,
kLightR, ambientColor, spotColor,
kDirectionalLight_ShadowFlag);
canvas->drawPath(rrect, paint);
canvas->restore();
}
}