/* * 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.h" #include "SkCanvas.h" #include "SkPath.h" #include "SkResourceCache.h" #include "SkShadowUtils.h" void draw_shadow(SkCanvas* canvas, const SkPath& path, int height, SkColor color, SkPoint3 lightPos, SkScalar lightR, bool isAmbient, uint32_t flags, SkResourceCache* cache) { SkScalar ambientAlpha = isAmbient ? .5f : 0.f; SkScalar spotAlpha = isAmbient ? 0.f : .5f; SkShadowUtils::DrawShadow(canvas, path, height, lightPos, lightR, ambientAlpha, spotAlpha, color, flags, cache); } static constexpr int kW = 700; static constexpr int kH = 800; DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) { // SkShadowUtils uses a cache of SkVertices meshes. The vertices are created in a local // coordinate system and then translated when reused. The coordinate system depends on // parameters to the generating draw. If other threads are hitting the cache while this GM is // running then we may have different cache behavior leading to slight rendering differences. // To avoid that we use our own isolated cache rather than the global cache. SkResourceCache cache(1 << 20); SkTArray paths; paths.push_back().addRoundRect(SkRect::MakeWH(50, 50), 10, 10); SkRRect oddRRect; oddRRect.setNinePatch(SkRect::MakeWH(50, 50), 9, 13, 6, 16); paths.push_back().addRRect(oddRRect); paths.push_back().addRect(SkRect::MakeWH(50, 50)); paths.push_back().addCircle(25, 25, 25); paths.push_back().cubicTo(100, 50, 20, 100, 0, 0); static constexpr SkScalar kPad = 15.f; static constexpr SkPoint3 kLightPos = {250, 400, 500}; static constexpr SkScalar kLightR = 100.f; static constexpr SkScalar kHeight = 50.f; canvas->translate(3 * kPad, 3 * kPad); canvas->save(); SkScalar x = 0; SkScalar dy = 0; SkTDArray matrices; matrices.push()->reset(); SkMatrix* m = matrices.push(); m->setRotate(33.f, 25.f, 25.f); m->postScale(1.2f, 0.8f, 25.f, 25.f); for (auto& m : matrices) { for (auto flags : {kNone_ShadowFlag, kTransparentOccluder_ShadowFlag}) { 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); draw_shadow(canvas, path, kHeight, SK_ColorRED, kLightPos, kLightR, true, flags, &cache); draw_shadow(canvas, path, kHeight, SK_ColorBLUE, kLightPos, kLightR, false, flags, &cache); // Draw the path outline in green on top of the ambient and spot shadows. SkPaint paint; paint.setColor(SK_ColorGREEN); paint.setAntiAlias(true); paint.setStyle(SkPaint::kStroke_Style); paint.setStrokeWidth(0); canvas->drawPath(path, paint); canvas->restore(); canvas->translate(dx, 0); x += dx; dy = SkTMax(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(kLightPos.fX, kLightPos.fY, kLightR / 10.f, paint); canvas->restore(); } }