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1 
2 /*
3  * Copyright 2017 Google Inc.
4  *
5  * Use of this source code is governed by a BSD-style license that can be
6  * found in the LICENSE file.
7  */
8 #ifndef SkShadowUtils_DEFINED
9 #define SkShadowUtils_DEFINED
10 
11 #include "include/core/SkColor.h"
12 #include "include/core/SkScalar.h"
13 #include "include/core/SkTypes.h"
14 #include "include/private/SkShadowFlags.h"
15 
16 #include <cstdint>
17 
18 class SkCanvas;
19 class SkMatrix;
20 class SkPath;
21 struct SkPoint3;
22 struct SkRect;
23 
24 class SK_API SkShadowUtils {
25 public:
26     /**
27      * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
28      * light. The shadow may be cached, depending on the path type and canvas matrix. If the
29      * matrix is perspective or the path is volatile, it will not be cached.
30      *
31      * @param canvas  The canvas on which to draw the shadows.
32      * @param path  The occluder used to generate the shadows.
33      * @param zPlaneParams  Values for the plane function which returns the Z offset of the
34      *  occluder from the canvas based on local x and y values (the current matrix is not applied).
35      * @param lightPos  Generally, the 3D position of the light relative to the canvas plane.
36      *                  If kDirectionalLight_ShadowFlag is set, this specifies a vector pointing
37      *                  towards the light.
38      * @param lightRadius  Generally, the radius of the disc light.
39      *                     If DirectionalLight_ShadowFlag is set, this specifies the amount of
40      *                     blur when the occluder is at Z offset == 1. The blur will grow linearly
41      *                     as the Z value increases.
42      * @param ambientColor  The color of the ambient shadow.
43      * @param spotColor  The color of the spot shadow.
44      * @param flags  Options controlling opaque occluder optimizations, shadow appearance,
45      *               and light position. See SkShadowFlags.
46      */
47     static void DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams,
48                            const SkPoint3& lightPos, SkScalar lightRadius,
49                            SkColor ambientColor, SkColor spotColor,
50                            uint32_t flags = SkShadowFlags::kNone_ShadowFlag);
51 
52     /**
53      * Generate bounding box for shadows relative to path. Includes both the ambient and spot
54      * shadow bounds.
55      *
56      * @param ctm  Current transformation matrix to device space.
57      * @param path  The occluder used to generate the shadows.
58      * @param zPlaneParams  Values for the plane function which returns the Z offset of the
59      *  occluder from the canvas based on local x and y values (the current matrix is not applied).
60      * @param lightPos  Generally, the 3D position of the light relative to the canvas plane.
61      *                  If kDirectionalLight_ShadowFlag is set, this specifies a vector pointing
62      *                  towards the light.
63      * @param lightRadius  Generally, the radius of the disc light.
64      *                     If DirectionalLight_ShadowFlag is set, this specifies the amount of
65      *                     blur when the occluder is at Z offset == 1. The blur will grow linearly
66      *                     as the Z value increases.
67      * @param flags  Options controlling opaque occluder optimizations, shadow appearance,
68      *               and light position. See SkShadowFlags.
69      * @param bounds Return value for shadow bounding box.
70      * @return Returns true if successful, false otherwise.
71      */
72     static bool GetLocalBounds(const SkMatrix& ctm, const SkPath& path,
73                                const SkPoint3& zPlaneParams, const SkPoint3& lightPos,
74                                SkScalar lightRadius, uint32_t flags, SkRect* bounds);
75 
76     /**
77      * Helper routine to compute color values for one-pass tonal alpha.
78      *
79      * @param inAmbientColor  Original ambient color
80      * @param inSpotColor  Original spot color
81      * @param outAmbientColor  Modified ambient color
82      * @param outSpotColor  Modified spot color
83      */
84     static void ComputeTonalColors(SkColor inAmbientColor, SkColor inSpotColor,
85                                    SkColor* outAmbientColor, SkColor* outSpotColor);
86 };
87 
88 #endif
89