804e091df9
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>
104 lines
4.0 KiB
C++
104 lines
4.0 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 = 700;
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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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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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