94fda947eb
This is a reland of 6789b82401
Original change's description:
> Fix directional shadows.
>
> The xy offset calculation for drawShadow was not quite correct. Rather
> than normalizing the light vector and using the xy values of that as the
> base offset value, we should scale the light vector by 1/z.
>
> See https://github.com/flutter/engine/pull/27124#issuecomment-880182653
> for more detail.
>
> Bug: skia:10781
> Change-Id: Ib69a313cb96a532f8d89644e3d69f666a184e897
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/428880
> Reviewed-by: Brian Salomon <bsalomon@google.com>
> Commit-Queue: Jim Van Verth <jvanverth@google.com>
Bug: skia:10781
Change-Id: Ib58d374aa03d0144512e5ded6ccd572c74783607
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/428978
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
336 lines
12 KiB
C++
336 lines
12 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/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkMatrix.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkPathBuilder.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkPoint3.h"
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#include "include/core/SkRRect.h"
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#include "include/core/SkRect.h"
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#include "include/core/SkScalar.h"
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#include "include/core/SkTypes.h"
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#include "include/private/SkShadowFlags.h"
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#include "include/private/SkTArray.h"
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#include "include/private/SkTDArray.h"
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#include "include/utils/SkShadowUtils.h"
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#include <initializer_list>
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void draw_shadow(SkCanvas* canvas, const SkPath& path, SkScalar height, SkColor color,
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SkPoint3 lightPos, SkScalar lightR, bool isAmbient, uint32_t flags) {
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SkScalar ambientAlpha = isAmbient ? .5f : 0.f;
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SkScalar spotAlpha = isAmbient ? 0.f : .5f;
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SkColor ambientColor = SkColorSetARGB(ambientAlpha*SkColorGetA(color), SkColorGetR(color),
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SkColorGetG(color), SkColorGetB(color));
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SkColor spotColor = SkColorSetARGB(spotAlpha*SkColorGetA(color), SkColorGetR(color),
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SkColorGetG(color), SkColorGetB(color));
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SkShadowUtils::DrawShadow(canvas, path, SkPoint3{ 0, 0, height}, lightPos, lightR,
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ambientColor, spotColor, flags);
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}
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static constexpr int kW = 800;
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static constexpr int kH = 960;
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enum ShadowMode {
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kDebugColorNoOccluders,
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kDebugColorOccluders,
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kGrayscale
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};
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void draw_paths(SkCanvas* canvas, ShadowMode mode) {
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SkTArray<SkPath> paths;
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paths.push_back(SkPath::RRect(SkRect::MakeWH(50, 50), 10, 10.00002f));
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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(SkPath::RRect(oddRRect));
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paths.push_back(SkPath::Rect(SkRect::MakeWH(50, 50)));
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paths.push_back(SkPath::Circle(25, 25, 25));
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paths.push_back(SkPathBuilder().cubicTo(100, 50, 20, 100, 0, 0).detach());
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paths.push_back(SkPath::Oval(SkRect::MakeWH(20, 60)));
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// star
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SkTArray<SkPath> concavePaths;
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concavePaths.push_back().moveTo(0.0f, -33.3333f);
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concavePaths.back().lineTo(9.62f, -16.6667f);
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concavePaths.back().lineTo(28.867f, -16.6667f);
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concavePaths.back().lineTo(19.24f, 0.0f);
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concavePaths.back().lineTo(28.867f, 16.6667f);
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concavePaths.back().lineTo(9.62f, 16.6667f);
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concavePaths.back().lineTo(0.0f, 33.3333f);
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concavePaths.back().lineTo(-9.62f, 16.6667f);
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concavePaths.back().lineTo(-28.867f, 16.6667f);
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concavePaths.back().lineTo(-19.24f, 0.0f);
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concavePaths.back().lineTo(-28.867f, -16.6667f);
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concavePaths.back().lineTo(-9.62f, -16.6667f);
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concavePaths.back().close();
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// dumbbell
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concavePaths.push_back().moveTo(50, 0);
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concavePaths.back().cubicTo(100, 25, 60, 50, 50, 0);
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concavePaths.back().cubicTo(0, -25, 40, -50, 50, 0);
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static constexpr SkScalar kPad = 15.f;
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static constexpr SkScalar kLightR = 100.f;
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static constexpr SkScalar kHeight = 50.f;
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// transform light position relative to canvas to handle tiling
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SkPoint lightXY = canvas->getTotalMatrix().mapXY(250, 400);
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SkPoint3 lightPos = { lightXY.fX, lightXY.fY, 500 };
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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 (int flags : { kNone_ShadowFlag, kTransparentOccluder_ShadowFlag }) {
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int pathCounter = 0;
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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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// flip a couple of paths to test 180° rotation
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if (kTransparentOccluder_ShadowFlag == flags && 0 == pathCounter % 3) {
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canvas->save();
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canvas->rotate(180, 25, 25);
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}
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if (kDebugColorNoOccluders == mode || kDebugColorOccluders == mode) {
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draw_shadow(canvas, path, kHeight, SK_ColorRED, lightPos, kLightR,
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true, flags);
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draw_shadow(canvas, path, kHeight, SK_ColorBLUE, lightPos, kLightR,
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false, flags);
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} else if (kGrayscale == mode) {
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SkColor ambientColor = SkColorSetARGB(0.1f * 255, 0, 0, 0);
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SkColor spotColor = SkColorSetARGB(0.25f * 255, 0, 0, 0);
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SkShadowUtils::DrawShadow(canvas, path, SkPoint3{0, 0, kHeight}, lightPos,
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kLightR, ambientColor, spotColor, flags);
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}
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SkPaint paint;
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paint.setAntiAlias(true);
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if (kDebugColorNoOccluders == mode) {
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// Draw the path outline in green on top of the ambient and spot shadows.
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if (SkToBool(flags & kTransparentOccluder_ShadowFlag)) {
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paint.setColor(SK_ColorCYAN);
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} else {
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paint.setColor(SK_ColorGREEN);
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}
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paint.setStyle(SkPaint::kStroke_Style);
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paint.setStrokeWidth(0);
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} else {
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paint.setColor(kDebugColorOccluders == mode ? SK_ColorLTGRAY : SK_ColorWHITE);
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if (SkToBool(flags & kTransparentOccluder_ShadowFlag)) {
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paint.setAlphaf(0.5f);
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}
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paint.setStyle(SkPaint::kFill_Style);
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}
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canvas->drawPath(path, paint);
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if (kTransparentOccluder_ShadowFlag == flags && 0 == pathCounter % 3) {
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canvas->restore();
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}
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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 = std::max(dy, postMBounds.height() + kPad + kHeight);
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++pathCounter;
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}
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}
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}
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// concave paths
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canvas->restore();
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canvas->translate(kPad, dy);
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canvas->save();
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x = kPad;
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dy = 0;
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for (auto& m : matrices) {
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// for the concave paths we are not clipping, so transparent and opaque are the same
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for (const auto& path : concavePaths) {
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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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canvas->save();
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canvas->concat(m);
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if (kDebugColorNoOccluders == mode || kDebugColorOccluders == mode) {
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draw_shadow(canvas, path, kHeight, SK_ColorRED, lightPos, kLightR,
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true, kNone_ShadowFlag);
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draw_shadow(canvas, path, kHeight, SK_ColorBLUE, lightPos, kLightR,
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false, kNone_ShadowFlag);
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} else if (kGrayscale == mode) {
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SkColor ambientColor = SkColorSetARGB(0.1f * 255, 0, 0, 0);
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SkColor spotColor = SkColorSetARGB(0.25f * 255, 0, 0, 0);
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SkShadowUtils::DrawShadow(canvas, path, SkPoint3{ 0, 0, kHeight }, lightPos,
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kLightR, ambientColor, spotColor, kNone_ShadowFlag);
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}
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SkPaint paint;
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paint.setAntiAlias(true);
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if (kDebugColorNoOccluders == mode) {
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// Draw the path outline in green on top of the ambient and spot shadows.
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paint.setColor(SK_ColorGREEN);
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paint.setStyle(SkPaint::kStroke_Style);
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paint.setStrokeWidth(0);
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} else {
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paint.setColor(kDebugColorOccluders == mode ? SK_ColorLTGRAY : SK_ColorWHITE);
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paint.setStyle(SkPaint::kFill_Style);
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}
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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 = std::max(dy, postMBounds.height() + kPad + kHeight);
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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(lightPos.fX, lightPos.fY, kLightR / 10.f, paint);
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canvas->restore();
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}
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}
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DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
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draw_paths(canvas, kDebugColorNoOccluders);
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}
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DEF_SIMPLE_GM(shadow_utils_occl, canvas, kW, kH) {
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draw_paths(canvas, kDebugColorOccluders);
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}
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DEF_SIMPLE_GM(shadow_utils_gray, canvas, kW, kH) {
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draw_paths(canvas, kGrayscale);
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}
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#include "include/effects/SkGradientShader.h"
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#include "src/core/SkColorFilterPriv.h"
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DEF_SIMPLE_GM(shadow_utils_gaussian_colorfilter, canvas, 512, 256) {
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const SkRect r = SkRect::MakeWH(256, 256);
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const SkColor colors[] = { 0, 0xFF000000 };
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auto sh = SkGradientShader::MakeRadial({r.centerX(), r.centerY()}, r.width(),
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colors, nullptr, SK_ARRAY_COUNT(colors),
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SkTileMode::kClamp);
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SkPaint redPaint;
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redPaint.setColor(SK_ColorRED);
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SkPaint paint;
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paint.setShader(sh);
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canvas->drawRect(r, redPaint);
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canvas->drawRect(r, paint);
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canvas->translate(256, 0);
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paint.setColorFilter(SkColorFilterPriv::MakeGaussian());
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canvas->drawRect(r, redPaint);
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canvas->drawRect(r, paint);
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}
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DEF_SIMPLE_GM(shadow_utils_directional, canvas, 256, 384) {
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static constexpr SkScalar kLightR = 1.f;
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static constexpr SkScalar kHeight = 12.f;
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SkPath rrect(SkPath::RRect(SkRect::MakeLTRB(-25, -25, 25, 25), 10, 10));
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SkPoint3 lightPos = { -45, -45, 77.9422863406f };
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SkColor ambientColor = SkColorSetARGB(0.02f * 255, 0, 0, 0);
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SkColor spotColor = SkColorSetARGB(0.35f * 255, 0, 0, 0);
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setColor(SK_ColorWHITE);
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paint.setStyle(SkPaint::kFill_Style);
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// translation
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canvas->save();
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canvas->translate(35, 35);
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for (int i = 0; i < 3; ++i) {
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SkShadowUtils::DrawShadow(canvas, rrect, SkPoint3{ 0, 0, kHeight }, lightPos,
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kLightR, ambientColor, spotColor,
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kDirectionalLight_ShadowFlag);
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canvas->drawPath(rrect, paint);
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canvas->translate(80, 0);
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}
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canvas->restore();
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// rotation
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for (int i = 0; i < 3; ++i) {
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canvas->save();
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canvas->translate(35 + 80*i, 105);
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canvas->rotate(20.f*(i + 1));
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SkShadowUtils::DrawShadow(canvas, rrect, SkPoint3{ 0, 0, kHeight }, lightPos,
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kLightR, ambientColor, spotColor,
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kDirectionalLight_ShadowFlag);
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canvas->drawPath(rrect, paint);
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canvas->restore();
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}
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// scale
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for (int i = 0; i < 3; ++i) {
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canvas->save();
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SkScalar scaleFactor = sk_float_pow(2.0, -i);
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canvas->translate(35 + 80*i, 185);
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canvas->scale(scaleFactor, scaleFactor);
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SkShadowUtils::DrawShadow(canvas, rrect, SkPoint3{ 0, 0, kHeight }, lightPos,
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kLightR, ambientColor, spotColor,
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kDirectionalLight_ShadowFlag);
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canvas->drawPath(rrect, paint);
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canvas->restore();
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}
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// perspective
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for (int i = 0; i < 3; ++i) {
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canvas->save();
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SkMatrix mat;
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mat.reset();
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mat[SkMatrix::kMPersp1] = 0.005f;
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mat[SkMatrix::kMPersp2] = 1.005f;
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canvas->translate(35 + 80*i, 265);
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canvas->concat(mat);
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SkShadowUtils::DrawShadow(canvas, rrect, SkPoint3{ 0, 0, kHeight }, lightPos,
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kLightR, ambientColor, spotColor,
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kDirectionalLight_ShadowFlag);
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canvas->drawPath(rrect, paint);
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canvas->restore();
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}
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}
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