/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkPathEffect.h" #include "SkShadowPaintFilterCanvas.h" #ifdef SK_EXPERIMENTAL_SHADOWING SkShadowPaintFilterCanvas::SkShadowPaintFilterCanvas(SkCanvas *canvas) : SkPaintFilterCanvas(canvas) { fShadowParams.fShadowRadius = 0.0f; fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType; fShadowParams.fBiasingConstant = 0.0f; fShadowParams.fMinVariance = 0.0f; } // TODO use a shader instead bool SkShadowPaintFilterCanvas::onFilter(SkTCopyOnFirstWrite* paint, Type type) const { if (*paint) { int z = this->getZ(); SkASSERT(z <= 0xFF && z >= 0x00); SkPaint newPaint; newPaint.setPathEffect(sk_ref_sp((*paint)->getPathEffect())); SkColor color = 0xFF000000; // init color to opaque black color |= z; // Put the index into the blue component if (fShadowParams.fType == SkShadowParams::kVariance_ShadowType) { int z2 = z * z; if (z2 > 255 * 256) { color |= 0xff00; } else { // Let's only store the more significant bits of z2 to save space. // In practice, this should barely impact shadow blur quality. color |= z2 & 0x0000ff00; } } newPaint.setColor(color); *paint->writable() = newPaint; } return true; } SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth, int width, int height) { if (light.type() != SkLights::Light::kDirectional_LightType) { // Calculating the right depth map size for point lights is complex, // as it depends on the max depth, the max depth delta, the location // of the point light and the shapes, etc... If we take upper bounds // on those metrics, the shadow map will be pretty big in any case. // Thus, just using 4x the width and height seems to work for most scenes. return SkISize::Make(width * 4, height * 4); } int dMapWidth = SkMin32(maxDepth * fabs(light.dir().fX) + width, width * 2); int dMapHeight = SkMin32(maxDepth * fabs(light.dir().fY) + height, height * 2); return SkISize::Make(dMapWidth, dMapHeight); } void SkShadowPaintFilterCanvas::setShadowParams(const SkShadowParams ¶ms) { fShadowParams = params; } void SkShadowPaintFilterCanvas::onDrawPicture(const SkPicture *picture, const SkMatrix *matrix, const SkPaint *paint) { SkTCopyOnFirstWrite filteredPaint(paint); if (this->onFilter(&filteredPaint, kPicture_Type)) { SkCanvas::onDrawPicture(picture, matrix, filteredPaint); } } void SkShadowPaintFilterCanvas::updateMatrix() { // It is up to the user to set the 0th light in fLights to // the light the want to render the depth map with. if (this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) { const SkVector3& lightDir = this->fLights->light(0).dir(); SkScalar x = lightDir.fX * this->getZ(); SkScalar y = lightDir.fY * this->getZ(); this->translate(x, y); } else if (this->fLights->light(0).type() == SkLights::Light::kPoint_LightType) { SkISize size = this->getBaseLayerSize(); SkPoint3 lightPos = this->fLights->light(0).pos(); // shadow maps for point lights are 4x the size of the diffuse map, by experimentation // (see SPFCanvas::ComputeDepthMapSize()) SkScalar diffuseHeight = size.fHeight / 4.0f; // move point light with canvas's CTM SkPoint lightPoint = SkPoint::Make(lightPos.fX, diffuseHeight - lightPos.fY); SkMatrix mat = this->getTotalMatrix(); if (mat.invert(&mat)) { mat.mapPoints(&lightPoint, 1); } lightPoint.set(lightPoint.fX, diffuseHeight - lightPoint.fY); // center the shadow map // note: the 3/8 constant is specific to the 4.0 depth map size multiplier mat = this->getTotalMatrix(); mat.postTranslate(size.width() * 0.375f, size.height() * 0.375f); this->setMatrix(mat); // project shapes onto canvas as shadows SkScalar scale = (lightPos.fZ) / (lightPos.fZ - this->getZ()); this->scale(scale, scale); this->translate(-lightPoint.fX * this->getZ() / ((lightPos.fZ - this->getZ()) * scale), -(diffuseHeight - lightPoint.fY) * this->getZ() / ((lightPos.fZ - this->getZ()) * scale)); } } void SkShadowPaintFilterCanvas::onDrawPaint(const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawPaint(paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawPoints(PointMode mode, size_t count, const SkPoint pts[], const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawPoints(mode, count, pts, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawRect(const SkRect &rect, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawRect(rect, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawRRect(const SkRRect &rrect, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawRRect(rrect, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawDRRect(const SkRRect &outer, const SkRRect &inner, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawDRRect(outer, inner, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawOval(const SkRect &rect, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawOval(rect, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawArc(const SkRect &rect, SkScalar startAngle, SkScalar sweepAngle, bool useCenter, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawArc(rect, startAngle, sweepAngle, useCenter, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawPath(const SkPath &path, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawPath(path, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawBitmap(const SkBitmap &bm, SkScalar left, SkScalar top, const SkPaint *paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawBitmap(bm, left, top, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawBitmapRect(const SkBitmap &bm, const SkRect *src, const SkRect &dst, const SkPaint *paint, SrcRectConstraint constraint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawBitmapNine(const SkBitmap &bm, const SkIRect ¢er, const SkRect &dst, const SkPaint *paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawBitmapNine(bm, center, dst, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawImage(const SkImage *image, SkScalar left, SkScalar top, const SkPaint *paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawImage(image, left, top, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawImageRect(const SkImage *image, const SkRect *src, const SkRect &dst, const SkPaint *paint, SrcRectConstraint constraint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawImageNine(const SkImage *image, const SkIRect ¢er, const SkRect &dst, const SkPaint *paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawImageNine(image, center, dst, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawVertices(VertexMode vmode, int vertexCount, const SkPoint vertices[], const SkPoint texs[], const SkColor colors[], SkXfermode *xmode, const uint16_t indices[], int indexCount, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors, xmode, indices, indexCount, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawPatch(const SkPoint cubics[], const SkColor colors[], const SkPoint texCoords[], SkXfermode *xmode, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawText(const void *text, size_t byteLength, SkScalar x, SkScalar y, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawText(text, byteLength, x, y, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawPosText(const void *text, size_t byteLength, const SkPoint pos[], const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawPosText(text, byteLength, pos, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawPosTextH(const void *text, size_t byteLength, const SkScalar xpos[], SkScalar constY, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawTextOnPath(const void *text, size_t byteLength, const SkPath &path, const SkMatrix *matrix, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawTextRSXform(const void *text, size_t byteLength, const SkRSXform xform[], const SkRect *cull, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint); this->restore(); } void SkShadowPaintFilterCanvas::onDrawTextBlob(const SkTextBlob *blob, SkScalar x, SkScalar y, const SkPaint &paint) { this->save(); this->updateMatrix(); this->INHERITED::onDrawTextBlob(blob, x, y, paint); this->restore(); } #endif