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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 "SkColor.h"
12 #include "SkScalar.h"
13 #include "../private/SkShadowFlags.h"
14 #include <functional>
15 
16 class SkCanvas;
17 class SkPath;
18 class SkResourceCache;
19 
20 class SkShadowUtils {
21 public:
22     /**
23      * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
24      * light. The shadow may be cached, depending on the path type and canvas matrix. If the
25      * matrix is perspective or the path is volatile, it will not be cached.
26      *
27      * @param canvas  The canvas on which to draw the shadows.
28      * @param path  The occluder used to generate the shadows.
29      * @param zPlaneParams  Values for the plane function which returns the Z offset of the
30      *  occluder from the canvas based on local x and y values (the current matrix is not applied).
31      * @param lightPos  The 3D position of the light relative to the canvas plane. This is
32      *  independent of the canvas's current matrix.
33      * @param lightRadius  The radius of the disc light.
34      * @param ambientAlpha  The maximum alpha of the ambient shadow.
35      * @param spotAlpha  The maxium alpha of the spot shadow.
36      * @param color  The shadow color.
37      * @param flags  Options controlling opaque occluder optimizations and shadow appearance. See
38      *               SkShadowFlags.
39      */
40     static void DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams,
41                            const SkPoint3& lightPos, SkScalar lightRadius, SkScalar ambientAlpha,
42                            SkScalar spotAlpha, SkColor color,
43                            uint32_t flags = SkShadowFlags::kNone_ShadowFlag);
44 
45     /**
46     * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
47     * light.
48     *
49     * Deprecated version with height value (to be removed when Flutter is updated).
50     *
51     * @param canvas  The canvas on which to draw the shadows.
52     * @param path  The occluder used to generate the shadows.
53     * @param occluderHeight  The vertical offset of the occluder from the canvas. This is
54     *  independent of the canvas's current matrix.
55     * @param lightPos  The 3D position of the light relative to the canvas plane. This is
56     *  independent of the canvas's current matrix.
57     * @param lightRadius  The radius of the disc light.
58     * @param ambientAlpha  The maximum alpha of the ambient shadow.
59     * @param spotAlpha  The maxium alpha of the spot shadow.
60     * @param color  The shadow color.
61     * @param flags  Options controlling opaque occluder optimizations and shadow appearance. See
62     *               SkShadowFlags.
63     */
64     static void DrawShadow(SkCanvas* canvas, const SkPath& path, SkScalar occluderHeight,
65                            const SkPoint3& lightPos, SkScalar lightRadius, SkScalar ambientAlpha,
66                            SkScalar spotAlpha, SkColor color,
67                            uint32_t flags = SkShadowFlags::kNone_ShadowFlag) {
68         SkPoint3 zPlane = SkPoint3::Make(0, 0, occluderHeight);
69         DrawShadow(canvas, path, zPlane, lightPos, lightRadius, ambientAlpha, spotAlpha,
70                    color, flags);
71     }
72 
73     /**
74      * Helper routine to compute scale alpha values for one-pass tonal alpha.
75      *
76      * The final color we want to emulate is generated by rendering a color shadow (C_rgb) using an
77      * alpha computed from the color's luminance (C_a), and then a black shadow with alpha (S_a)
78      * which is an adjusted value of 'a'.  Assuming SrcOver, a background color of B_rgb, and
79      * ignoring edge falloff, this becomes
80      *
81      *     (C_a - S_a*C_a)*C_rgb + (1 - (S_a + C_a - S_a*C_a))*B_rgb
82      *
83      * Since we use premultiplied alpha, this means we can scale the color by (C_a - S_a*C_a) and
84      * set the alpha to (S_a + C_a - S_a*C_a).
85      *
86      * @param r  Red value of color
87      * @param g  Red value of color
88      * @param b  Red value of color
89      * @param a  Red value of color
90      * @param colorScale  Factor to scale color values by
91      * @param tonalAlpha  Value to set alpha to
92      */
ComputeTonalColorParams(SkScalar r,SkScalar g,SkScalar b,SkScalar a,SkScalar * colorScale,SkScalar * tonalAlpha)93     static inline void ComputeTonalColorParams(SkScalar r, SkScalar g, SkScalar b, SkScalar a,
94                                                SkScalar* colorScale, SkScalar* tonalAlpha) {
95         SkScalar max = SkTMax(SkTMax(r, g), b);
96         SkScalar min = SkTMin(SkTMin(r, g), b);
97         SkScalar luminance = 0.5f*(max + min);
98 
99         // We get best results with a luminance between 0.3 and 0.5, with smoothstep applied
100         SkScalar adjustedLuminance = (0.6f - 0.4f*luminance)*luminance*luminance + 0.3f;
101         // Similarly, we need to tone down the given greyscale alpha depending on how
102         // much color we're applying.
103         a -= (0.5f*adjustedLuminance - 0.15f);
104 
105         *colorScale = adjustedLuminance*(SK_Scalar1 - a);
106         *tonalAlpha = *colorScale + a;
107     }
108 };
109 
110 #endif
111