/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkShadowUtils_DEFINED #define SkShadowUtils_DEFINED #include "SkColor.h" #include "SkPoint3.h" #include "SkScalar.h" #include "../private/SkShadowFlags.h" class SkCanvas; class SkPath; class SkResourceCache; class SkShadowUtils { public: /** * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc * light. The shadow may be cached, depending on the path type and canvas matrix. If the * matrix is perspective or the path is volatile, it will not be cached. * * @param canvas The canvas on which to draw the shadows. * @param path The occluder used to generate the shadows. * @param zPlaneParams Values for the plane function which returns the Z offset of the * occluder from the canvas based on local x and y values (the current matrix is not applied). * @param lightPos The 3D position of the light relative to the canvas plane. This is * independent of the canvas's current matrix. * @param lightRadius The radius of the disc light. * @param ambientAlpha The maximum alpha of the ambient shadow. * @param spotAlpha The maxium alpha of the spot shadow. * @param color The shadow color. * @param flags Options controlling opaque occluder optimizations and shadow appearance. See * SkShadowFlags. */ static void DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams, const SkPoint3& lightPos, SkScalar lightRadius, SkScalar ambientAlpha, SkScalar spotAlpha, SkColor color, uint32_t flags = SkShadowFlags::kNone_ShadowFlag); /** * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc * light. * * Deprecated version with height value (to be removed when Flutter is updated). * * @param canvas The canvas on which to draw the shadows. * @param path The occluder used to generate the shadows. * @param occluderHeight The vertical offset of the occluder from the canvas. This is * independent of the canvas's current matrix. * @param lightPos The 3D position of the light relative to the canvas plane. This is * independent of the canvas's current matrix. * @param lightRadius The radius of the disc light. * @param ambientAlpha The maximum alpha of the ambient shadow. * @param spotAlpha The maxium alpha of the spot shadow. * @param color The shadow color. * @param flags Options controlling opaque occluder optimizations and shadow appearance. See * SkShadowFlags. */ static void DrawShadow(SkCanvas* canvas, const SkPath& path, SkScalar occluderHeight, const SkPoint3& lightPos, SkScalar lightRadius, SkScalar ambientAlpha, SkScalar spotAlpha, SkColor color, uint32_t flags = SkShadowFlags::kNone_ShadowFlag) { SkPoint3 zPlane = SkPoint3::Make(0, 0, occluderHeight); DrawShadow(canvas, path, zPlane, lightPos, lightRadius, ambientAlpha, spotAlpha, color, flags); } /** * Helper routine to compute scale alpha values for one-pass tonal alpha. * * The final color we want to emulate is generated by rendering a color shadow (C_rgb) using an * alpha computed from the color's luminance (C_a), and then a black shadow with alpha (S_a) * which is an adjusted value of 'a'. Assuming SrcOver, a background color of B_rgb, and * ignoring edge falloff, this becomes * * (C_a - S_a*C_a)*C_rgb + (1 - (S_a + C_a - S_a*C_a))*B_rgb * * Since we use premultiplied alpha, this means we can scale the color by (C_a - S_a*C_a) and * set the alpha to (S_a + C_a - S_a*C_a). * * @param r Red value of color * @param g Red value of color * @param b Red value of color * @param a Red value of color * @param colorScale Factor to scale color values by * @param tonalAlpha Value to set alpha to */ static inline void ComputeTonalColorParams(SkScalar r, SkScalar g, SkScalar b, SkScalar a, SkScalar* colorScale, SkScalar* tonalAlpha) { SkScalar max = SkTMax(SkTMax(r, g), b); SkScalar min = SkTMin(SkTMin(r, g), b); SkScalar luminance = 0.5f*(max + min); // We get best results with a luminance between 0.3 and 0.5, with smoothstep applied SkScalar adjustedLuminance = (0.6f - 0.4f*luminance)*luminance*luminance + 0.3f; // Similarly, we need to tone down the given greyscale alpha depending on how // much color we're applying. a -= (0.5f*adjustedLuminance - 0.15f); *colorScale = adjustedLuminance*(SK_Scalar1 - a); *tonalAlpha = *colorScale + a; } }; #endif