/* * 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 "SkShadowTessellator.h" #include "SkColorPriv.h" #include "SkGeometry.h" #include "SkInsetConvexPolygon.h" #include "SkPath.h" #include "SkVertices.h" #if SK_SUPPORT_GPU #include "GrPathUtils.h" #endif /** * Base class */ class SkBaseShadowTessellator { public: SkBaseShadowTessellator(SkScalar radius, SkColor umbraColor, SkColor penumbraColor, bool transparent); virtual ~SkBaseShadowTessellator() {} sk_sp releaseVertices() { if (!fSucceeded) { return nullptr; } return SkVertices::MakeCopy(SkCanvas::kTriangles_VertexMode, this->vertexCount(), fPositions.begin(), nullptr, fColors.begin(), this->indexCount(), fIndices.begin()); } protected: int vertexCount() const { return fPositions.count(); } int indexCount() const { return fIndices.count(); } virtual void handleLine(const SkPoint& p) = 0; void handleLine(const SkMatrix& m, SkPoint* p); void handleQuad(const SkPoint pts[3]); void handleQuad(const SkMatrix& m, SkPoint pts[3]); void handleCubic(const SkMatrix& m, SkPoint pts[4]); void handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w); void addArc(const SkVector& nextNormal); void finishArcAndAddEdge(const SkVector& nextPoint, const SkVector& nextNormal); virtual void addEdge(const SkVector& nextPoint, const SkVector& nextNormal) = 0; // first three points SkTDArray fInitPoints; // temporary buffer SkTDArray fPointBuffer; SkTDArray fPositions; SkTDArray fColors; SkTDArray fIndices; int fFirstVertex; SkVector fFirstNormal; SkPoint fFirstPoint; bool fSucceeded; bool fTransparent; SkColor fUmbraColor; SkColor fPenumbraColor; SkScalar fRadius; SkScalar fDirection; int fPrevUmbraIndex; SkVector fPrevNormal; SkPoint fPrevPoint; }; static bool compute_normal(const SkPoint& p0, const SkPoint& p1, SkScalar radius, SkScalar dir, SkVector* newNormal) { SkVector normal; // compute perpendicular normal.fX = p0.fY - p1.fY; normal.fY = p1.fX - p0.fX; if (!normal.normalize()) { return false; } normal *= radius*dir; *newNormal = normal; return true; } static void compute_radial_steps(const SkVector& v1, const SkVector& v2, SkScalar r, SkScalar* rotSin, SkScalar* rotCos, int* n) { const SkScalar kRecipPixelsPerArcSegment = 0.25f; SkScalar rCos = v1.dot(v2); SkScalar rSin = v1.cross(v2); SkScalar theta = SkScalarATan2(rSin, rCos); SkScalar steps = r*theta*kRecipPixelsPerArcSegment; SkScalar dTheta = theta / steps; *rotSin = SkScalarSinCos(dTheta, rotCos); *n = SkScalarFloorToInt(steps); } SkBaseShadowTessellator::SkBaseShadowTessellator(SkScalar radius, SkColor umbraColor, SkColor penumbraColor, bool transparent) : fFirstVertex(-1) , fSucceeded(false) , fTransparent(transparent) , fUmbraColor(umbraColor) , fPenumbraColor(penumbraColor) , fRadius(radius) , fDirection(1) , fPrevUmbraIndex(-1) { fInitPoints.setReserve(3); // child classes will set reserve for positions, colors and indices } // tesselation tolerance values, in device space pixels #if SK_SUPPORT_GPU static const SkScalar kQuadTolerance = 0.2f; static const SkScalar kCubicTolerance = 0.2f; #endif static const SkScalar kConicTolerance = 0.5f; void SkBaseShadowTessellator::handleLine(const SkMatrix& m, SkPoint* p) { m.mapPoints(p, 1); this->handleLine(*p); } void SkBaseShadowTessellator::handleQuad(const SkPoint pts[3]) { #if SK_SUPPORT_GPU // TODO: Pull PathUtils out of Ganesh? int maxCount = GrPathUtils::quadraticPointCount(pts, kQuadTolerance); fPointBuffer.setReserve(maxCount); SkPoint* target = fPointBuffer.begin(); int count = GrPathUtils::generateQuadraticPoints(pts[0], pts[1], pts[2], kQuadTolerance, &target, maxCount); fPointBuffer.setCount(count); for (int i = 0; i < count; i++) { this->handleLine(fPointBuffer[i]); } #else // for now, just to draw something this->handleLine(pts[1]); this->handleLine(pts[2]); #endif } void SkBaseShadowTessellator::handleQuad(const SkMatrix& m, SkPoint pts[3]) { m.mapPoints(pts, 3); this->handleQuad(pts); } void SkBaseShadowTessellator::handleCubic(const SkMatrix& m, SkPoint pts[4]) { m.mapPoints(pts, 4); #if SK_SUPPORT_GPU // TODO: Pull PathUtils out of Ganesh? int maxCount = GrPathUtils::cubicPointCount(pts, kCubicTolerance); fPointBuffer.setReserve(maxCount); SkPoint* target = fPointBuffer.begin(); int count = GrPathUtils::generateCubicPoints(pts[0], pts[1], pts[2], pts[3], kCubicTolerance, &target, maxCount); fPointBuffer.setCount(count); for (int i = 0; i < count; i++) { this->handleLine(fPointBuffer[i]); } #else // for now, just to draw something this->handleLine(pts[1]); this->handleLine(pts[2]); this->handleLine(pts[3]); #endif } void SkBaseShadowTessellator::handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w) { m.mapPoints(pts, 3); SkAutoConicToQuads quadder; const SkPoint* quads = quadder.computeQuads(pts, w, kConicTolerance); SkPoint lastPoint = *(quads++); int count = quadder.countQuads(); for (int i = 0; i < count; ++i) { SkPoint quadPts[3]; quadPts[0] = lastPoint; quadPts[1] = quads[0]; quadPts[2] = i == count - 1 ? pts[2] : quads[1]; this->handleQuad(quadPts); lastPoint = quadPts[2]; quads += 2; } } void SkBaseShadowTessellator::addArc(const SkVector& nextNormal) { // fill in fan from previous quad SkScalar rotSin, rotCos; int numSteps; compute_radial_steps(fPrevNormal, nextNormal, fRadius, &rotSin, &rotCos, &numSteps); SkVector prevNormal = fPrevNormal; for (int i = 0; i < numSteps; ++i) { SkVector nextNormal; nextNormal.fX = prevNormal.fX*rotCos - prevNormal.fY*rotSin; nextNormal.fY = prevNormal.fY*rotCos + prevNormal.fX*rotSin; *fPositions.push() = fPrevPoint + nextNormal; *fColors.push() = fPenumbraColor; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; prevNormal = nextNormal; } } void SkBaseShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint, const SkVector& nextNormal) { // close out previous arc *fPositions.push() = fPrevPoint + nextNormal; *fColors.push() = fPenumbraColor; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; this->addEdge(nextPoint, nextNormal); } ////////////////////////////////////////////////////////////////////////////////////////////////// class SkAmbientShadowTessellator : public SkBaseShadowTessellator { public: SkAmbientShadowTessellator(const SkPath& path, const SkMatrix& ctm, SkScalar radius, SkColor umbraColor, SkColor penumbraColor, bool transparent); private: void handleLine(const SkPoint& p) override; void addEdge(const SkVector& nextPoint, const SkVector& nextNormal) override; int fCentroidCount; typedef SkBaseShadowTessellator INHERITED; }; SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path, const SkMatrix& ctm, SkScalar radius, SkColor umbraColor, SkColor penumbraColor, bool transparent) : INHERITED(radius, umbraColor, penumbraColor, transparent) { // Outer ring: 3*numPts // Middle ring: numPts fPositions.setReserve(4 * path.countPoints()); fColors.setReserve(4 * path.countPoints()); // Outer ring: 12*numPts // Middle ring: 0 fIndices.setReserve(12 * path.countPoints()); // walk around the path, tessellate and generate outer ring // if original path is transparent, will accumulate sum of points for centroid SkPath::Iter iter(path, true); SkPoint pts[4]; SkPath::Verb verb; if (fTransparent) { *fPositions.push() = SkPoint::Make(0, 0); *fColors.push() = umbraColor; fCentroidCount = 0; } while ((verb = iter.next(pts)) != SkPath::kDone_Verb) { switch (verb) { case SkPath::kLine_Verb: this->INHERITED::handleLine(ctm, &pts[1]); break; case SkPath::kQuad_Verb: this->handleQuad(ctm, pts); break; case SkPath::kCubic_Verb: this->handleCubic(ctm, pts); break; case SkPath::kConic_Verb: this->handleConic(ctm, pts, iter.conicWeight()); break; case SkPath::kMove_Verb: case SkPath::kClose_Verb: case SkPath::kDone_Verb: break; } } if (!this->indexCount()) { return; } SkVector normal; if (compute_normal(fPrevPoint, fFirstPoint, fRadius, fDirection, &normal)) { this->addArc(normal); // close out previous arc *fPositions.push() = fPrevPoint + normal; *fColors.push() = fPenumbraColor; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; // add final edge *fPositions.push() = fFirstPoint + normal; *fColors.push() = fPenumbraColor; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fFirstVertex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; *fIndices.push() = fFirstVertex; } // finalize centroid if (fTransparent) { fPositions[0] *= SkScalarFastInvert(fCentroidCount); *fIndices.push() = 0; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fFirstVertex; } // final fan if (fPositions.count() >= 3) { fPrevUmbraIndex = fFirstVertex; fPrevNormal = normal; fPrevPoint = fFirstPoint; this->addArc(fFirstNormal); *fIndices.push() = fFirstVertex; *fIndices.push() = fPositions.count() - 1; *fIndices.push() = fFirstVertex + 1; } fSucceeded = true; } void SkAmbientShadowTessellator::handleLine(const SkPoint& p) { if (fInitPoints.count() < 2) { *fInitPoints.push() = p; return; } if (fInitPoints.count() == 2) { // determine if cw or ccw SkVector v0 = fInitPoints[1] - fInitPoints[0]; SkVector v1 = p - fInitPoints[0]; SkScalar perpDot = v0.fX*v1.fY - v0.fY*v1.fX; if (SkScalarNearlyZero(perpDot)) { // nearly parallel, just treat as straight line and continue fInitPoints[1] = p; return; } // if perpDot > 0, winding is ccw fDirection = (perpDot > 0) ? -1 : 1; // add first quad if (!compute_normal(fInitPoints[0], fInitPoints[1], fRadius, fDirection, &fFirstNormal)) { // first two points are incident, make the third point the second and continue fInitPoints[1] = p; return; } fFirstPoint = fInitPoints[0]; fFirstVertex = fPositions.count(); fPrevNormal = fFirstNormal; fPrevPoint = fFirstPoint; fPrevUmbraIndex = fFirstVertex; *fPositions.push() = fInitPoints[0]; *fColors.push() = fUmbraColor; *fPositions.push() = fInitPoints[0] + fFirstNormal; *fColors.push() = fPenumbraColor; if (fTransparent) { fPositions[0] += fInitPoints[0]; fCentroidCount = 1; } this->addEdge(fInitPoints[1], fFirstNormal); // to ensure we skip this block next time *fInitPoints.push() = p; } SkVector normal; if (compute_normal(fPositions[fPrevUmbraIndex], p, fRadius, fDirection, &normal)) { this->addArc(normal); this->finishArcAndAddEdge(p, normal); } } void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal) { // add next quad *fPositions.push() = nextPoint; *fColors.push() = fUmbraColor; *fPositions.push() = nextPoint + nextNormal; *fColors.push() = fPenumbraColor; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 3; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 3; *fIndices.push() = fPositions.count() - 1; *fIndices.push() = fPositions.count() - 2; // if transparent, add point to first one in array and add to center fan if (fTransparent) { fPositions[0] += nextPoint; ++fCentroidCount; *fIndices.push() = 0; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; } fPrevUmbraIndex = fPositions.count() - 2; fPrevNormal = nextNormal; fPrevPoint = nextPoint; } /////////////////////////////////////////////////////////////////////////////////////////////////// class SkSpotShadowTessellator : public SkBaseShadowTessellator { public: SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm, SkScalar scale, const SkVector& translate, SkScalar radius, SkColor umbraColor, SkColor penumbraColor, bool transparent); private: void computeClipAndPathPolygons(const SkPath& path, const SkMatrix& ctm, SkScalar scale, const SkVector& xlate); void computeClipVectorsAndTestCentroid(); bool clipUmbraPoint(const SkPoint& umbraPoint, const SkPoint& centroid, SkPoint* clipPoint); int getClosestUmbraPoint(const SkPoint& point); void handleLine(const SkPoint& p) override; void handlePolyPoint(const SkPoint& p); void mapPoints(SkScalar scale, const SkVector& xlate, SkPoint* pts, int count); bool addInnerPoint(const SkPoint& pathPoint); void addEdge(const SkVector& nextPoint, const SkVector& nextNormal) override; SkTDArray fClipPolygon; SkTDArray fClipVectors; SkPoint fCentroid; SkScalar fArea; SkTDArray fPathPolygon; SkTDArray fUmbraPolygon; int fCurrClipPoint; int fCurrUmbraPoint; bool fPrevUmbraOutside; bool fFirstUmbraOutside; bool fValidUmbra; typedef SkBaseShadowTessellator INHERITED; }; SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm, SkScalar scale, const SkVector& translate, SkScalar radius, SkColor umbraColor, SkColor penumbraColor, bool transparent) : INHERITED(radius, umbraColor, penumbraColor, transparent) , fCurrClipPoint(0) , fPrevUmbraOutside(false) , fFirstUmbraOutside(false) , fValidUmbra(true) { // TODO: calculate these reserves better // Penumbra ring: 3*numPts // Umbra ring: numPts // Inner ring: numPts fPositions.setReserve(5 * path.countPoints()); fColors.setReserve(5 * path.countPoints()); // Penumbra ring: 12*numPts // Umbra ring: 3*numPts fIndices.setReserve(15 * path.countPoints()); fClipPolygon.setReserve(path.countPoints()); // compute rough clip bounds for umbra, plus offset polygon, plus centroid this->computeClipAndPathPolygons(path, ctm, scale, translate); if (fClipPolygon.count() < 3 || fPathPolygon.count() < 3) { return; } // check to see if umbra collapses SkScalar minDistSq = fCentroid.distanceToLineSegmentBetweenSqd(fPathPolygon[0], fPathPolygon[1]); for (int i = 1; i < fPathPolygon.count(); ++i) { int j = i + 1; if (i == fPathPolygon.count() - 1) { j = 0; } SkPoint currPoint = fPathPolygon[i]; SkPoint nextPoint = fPathPolygon[j]; SkScalar distSq = fCentroid.distanceToLineSegmentBetweenSqd(currPoint, nextPoint); if (distSq < minDistSq) { minDistSq = distSq; } } static constexpr auto kTolerance = 1.0e-2f; if (minDistSq < (radius + kTolerance)*(radius + kTolerance)) { // if the umbra would collapse, we back off a bit on inner blur and adjust the alpha SkScalar newRadius = SkScalarSqrt(minDistSq) - kTolerance; SkScalar ratio = 256 * newRadius / radius; // they aren't PMColors, but the interpolation algorithm is the same fUmbraColor = SkPMLerp(fUmbraColor, fPenumbraColor, (unsigned)ratio); radius = newRadius; } // compute vectors for clip tests this->computeClipVectorsAndTestCentroid(); // generate inner ring if (!SkInsetConvexPolygon(&fPathPolygon[0], fPathPolygon.count(), radius, &fUmbraPolygon)) { // this shouldn't happen, but just in case we'll inset using the centroid fValidUmbra = false; } // walk around the path polygon, generate outer ring and connect to inner ring if (fTransparent) { *fPositions.push() = fCentroid; *fColors.push() = fUmbraColor; } fCurrUmbraPoint = 0; for (int i = 0; i < fPathPolygon.count(); ++i) { this->handlePolyPoint(fPathPolygon[i]); } if (!this->indexCount()) { return; } // finish up the final verts SkVector normal; if (compute_normal(fPrevPoint, fFirstPoint, fRadius, fDirection, &normal)) { this->addArc(normal); // close out previous arc *fPositions.push() = fPrevPoint + normal; *fColors.push() = fPenumbraColor; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; // add to center fan if (fTransparent) { *fIndices.push() = 0; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fFirstVertex; // or to clip ring } else { if (fFirstUmbraOutside) { *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fFirstVertex; *fIndices.push() = fFirstVertex + 1; if (fPrevUmbraOutside) { // fill out quad *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fFirstVertex + 1; *fIndices.push() = fPrevUmbraIndex + 1; } } else if (fPrevUmbraOutside) { // add tri *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fFirstVertex; *fIndices.push() = fPrevUmbraIndex + 1; } } // add final edge *fPositions.push() = fFirstPoint + normal; *fColors.push() = fPenumbraColor; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fFirstVertex; *fIndices.push() = fPositions.count() - 2; *fIndices.push() = fPositions.count() - 1; *fIndices.push() = fFirstVertex; } // final fan if (fPositions.count() >= 3) { fPrevUmbraIndex = fFirstVertex; fPrevPoint = fFirstPoint; fPrevNormal = normal; this->addArc(fFirstNormal); *fIndices.push() = fFirstVertex; *fIndices.push() = fPositions.count() - 1; if (fFirstUmbraOutside) { *fIndices.push() = fFirstVertex + 2; } else { *fIndices.push() = fFirstVertex + 1; } } fSucceeded = true; } void SkSpotShadowTessellator::computeClipAndPathPolygons(const SkPath& path, const SkMatrix& ctm, SkScalar scale, const SkVector& xlate) { // For the path polygon we are going to apply 'scale' and 'xlate' (in that order) to each // computed path point. We want the effect to be to scale the points relative to the path // bounds center and then translate them by the 'xlate' param we were passed. SkPoint center = SkPoint::Make(path.getBounds().centerX(), path.getBounds().centerY()); ctm.mapPoints(¢er, 1); SkVector translate = center * (1.f - scale) + xlate; SkMatrix shadowTransform; shadowTransform.setScaleTranslate(scale, scale, translate.fX, translate.fY); fPathPolygon.setReserve(path.countPoints()); // Walk around the path and compute clip polygon and path polygon. // Will also accumulate sum of areas for centroid. // For Bezier curves, we compute additional interior points on curve. SkPath::Iter iter(path, true); SkPoint pts[4]; SkPath::Verb verb; fClipPolygon.reset(); // init centroid fCentroid = SkPoint::Make(0, 0); fArea = 0; // coefficients to compute cubic Bezier at t = 5/16 static constexpr SkScalar kA = 0.32495117187f; static constexpr SkScalar kB = 0.44311523437f; static constexpr SkScalar kC = 0.20141601562f; static constexpr SkScalar kD = 0.03051757812f; SkPoint curvePoint; SkScalar w; while ((verb = iter.next(pts)) != SkPath::kDone_Verb) { switch (verb) { case SkPath::kLine_Verb: ctm.mapPoints(&pts[1], 1); *fClipPolygon.push() = pts[1]; this->INHERITED::handleLine(shadowTransform, &pts[1]); break; case SkPath::kQuad_Verb: ctm.mapPoints(pts, 3); // point at t = 1/2 curvePoint.fX = 0.25f*pts[0].fX + 0.5f*pts[1].fX + 0.25f*pts[2].fX; curvePoint.fY = 0.25f*pts[0].fY + 0.5f*pts[1].fY + 0.25f*pts[2].fY; *fClipPolygon.push() = curvePoint; *fClipPolygon.push() = pts[2]; this->handleQuad(shadowTransform, pts); break; case SkPath::kConic_Verb: ctm.mapPoints(pts, 3); w = iter.conicWeight(); // point at t = 1/2 curvePoint.fX = 0.25f*pts[0].fX + w*0.5f*pts[1].fX + 0.25f*pts[2].fX; curvePoint.fY = 0.25f*pts[0].fY + w*0.5f*pts[1].fY + 0.25f*pts[2].fY; curvePoint *= SkScalarInvert(0.5f + 0.5f*w); *fClipPolygon.push() = curvePoint; *fClipPolygon.push() = pts[2]; this->handleConic(shadowTransform, pts, w); break; case SkPath::kCubic_Verb: ctm.mapPoints(pts, 4); // point at t = 5/16 curvePoint.fX = kA*pts[0].fX + kB*pts[1].fX + kC*pts[2].fX + kD*pts[3].fX; curvePoint.fY = kA*pts[0].fY + kB*pts[1].fY + kC*pts[2].fY + kD*pts[3].fY; *fClipPolygon.push() = curvePoint; // point at t = 11/16 curvePoint.fX = kD*pts[0].fX + kC*pts[1].fX + kB*pts[2].fX + kA*pts[3].fX; curvePoint.fY = kD*pts[0].fY + kC*pts[1].fY + kB*pts[2].fY + kA*pts[3].fY; *fClipPolygon.push() = curvePoint; *fClipPolygon.push() = pts[3]; this->handleCubic(shadowTransform, pts); break; case SkPath::kMove_Verb: case SkPath::kClose_Verb: case SkPath::kDone_Verb: break; default: SkDEBUGFAIL("unknown verb"); } } // finish centroid if (fPathPolygon.count() > 0) { SkPoint currPoint = fPathPolygon[fPathPolygon.count() - 1]; SkPoint nextPoint = fPathPolygon[0]; SkScalar quadArea = currPoint.cross(nextPoint); fCentroid.fX += (currPoint.fX + nextPoint.fX) * quadArea; fCentroid.fY += (currPoint.fY + nextPoint.fY) * quadArea; fArea += quadArea; fCentroid *= SK_Scalar1 / (3 * fArea); } fCurrClipPoint = fClipPolygon.count() - 1; } void SkSpotShadowTessellator::computeClipVectorsAndTestCentroid() { SkASSERT(fClipPolygon.count() >= 3); // init clip vectors SkVector v0 = fClipPolygon[1] - fClipPolygon[0]; *fClipVectors.push() = v0; // init centroid check bool hiddenCentroid = true; SkVector v1 = fCentroid - fClipPolygon[0]; SkScalar initCross = v0.cross(v1); for (int p = 1; p < fClipPolygon.count(); ++p) { // add to clip vectors v0 = fClipPolygon[(p + 1) % fClipPolygon.count()] - fClipPolygon[p]; *fClipVectors.push() = v0; // Determine if transformed centroid is inside clipPolygon. v1 = fCentroid - fClipPolygon[p]; if (initCross*v0.cross(v1) <= 0) { hiddenCentroid = false; } } SkASSERT(fClipVectors.count() == fClipPolygon.count()); fTransparent = fTransparent || !hiddenCentroid; } bool SkSpotShadowTessellator::clipUmbraPoint(const SkPoint& umbraPoint, const SkPoint& centroid, SkPoint* clipPoint) { SkVector segmentVector = centroid - umbraPoint; int startClipPoint = fCurrClipPoint; do { SkVector dp = umbraPoint - fClipPolygon[fCurrClipPoint]; SkScalar denom = fClipVectors[fCurrClipPoint].cross(segmentVector); SkScalar t_num = dp.cross(segmentVector); // if line segments are nearly parallel if (SkScalarNearlyZero(denom)) { // and collinear if (SkScalarNearlyZero(t_num)) { return false; } // otherwise are separate, will try the next poly segment // else if crossing lies within poly segment } else if (t_num >= 0 && t_num <= denom) { SkScalar s_num = dp.cross(fClipVectors[fCurrClipPoint]); // if umbra point is inside the clip polygon if (s_num < 0) { return false; } else { segmentVector *= s_num/denom; *clipPoint = umbraPoint + segmentVector; return true; } } fCurrClipPoint = (fCurrClipPoint + 1) % fClipPolygon.count(); } while (fCurrClipPoint != startClipPoint); return false; } int SkSpotShadowTessellator::getClosestUmbraPoint(const SkPoint& p) { SkScalar minDistance = p.distanceToSqd(fUmbraPolygon[fCurrUmbraPoint]); int index = fCurrUmbraPoint; int dir = 1; int next = (index + dir) % fUmbraPolygon.count(); // init travel direction SkScalar distance = p.distanceToSqd(fUmbraPolygon[next]); if (distance < minDistance) { index = next; minDistance = distance; } else { dir = fUmbraPolygon.count()-1; } // iterate until we find a point that increases the distance next = (index + dir) % fUmbraPolygon.count(); distance = p.distanceToSqd(fUmbraPolygon[next]); while (distance < minDistance) { index = next; minDistance = distance; next = (index + dir) % fUmbraPolygon.count(); distance = p.distanceToSqd(fUmbraPolygon[next]); } fCurrUmbraPoint = index; return index; } void SkSpotShadowTessellator::mapPoints(SkScalar scale, const SkVector& xlate, SkPoint* pts, int count) { // TODO: vectorize for (int i = 0; i < count; ++i) { pts[i] *= scale; pts[i] += xlate; } } static bool duplicate_pt(const SkPoint& p0, const SkPoint& p1) { static constexpr SkScalar kClose = (SK_Scalar1 / 16); static constexpr SkScalar kCloseSqd = kClose*kClose; SkScalar distSq = p0.distanceToSqd(p1); return distSq < kCloseSqd; } static bool is_collinear(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2) { SkVector v0 = p1 - p0; SkVector v1 = p2 - p0; return (SkScalarNearlyZero(v0.cross(v1))); } void SkSpotShadowTessellator::handleLine(const SkPoint& p) { // remove coincident points and add to centroid if (fPathPolygon.count() > 0) { const SkPoint& lastPoint = fPathPolygon[fPathPolygon.count() - 1]; if (duplicate_pt(p, lastPoint)) { return; } SkScalar quadArea = lastPoint.cross(p); fCentroid.fX += (p.fX + lastPoint.fX) * quadArea; fCentroid.fY += (p.fY + lastPoint.fY) * quadArea; fArea += quadArea; } // try to remove collinear points if (fPathPolygon.count() > 1 && is_collinear(fPathPolygon[fPathPolygon.count()-2], fPathPolygon[fPathPolygon.count()-1], p)) { fPathPolygon[fPathPolygon.count() - 1] = p; } else { *fPathPolygon.push() = p; } } void SkSpotShadowTessellator::handlePolyPoint(const SkPoint& p) { if (fInitPoints.count() < 2) { *fInitPoints.push() = p; return; } if (fInitPoints.count() == 2) { // determine if cw or ccw SkVector v0 = fInitPoints[1] - fInitPoints[0]; SkVector v1 = p - fInitPoints[0]; SkScalar perpDot = v0.cross(v1); if (SkScalarNearlyZero(perpDot)) { // nearly parallel, just treat as straight line and continue fInitPoints[1] = p; return; } // if perpDot > 0, winding is ccw fDirection = (perpDot > 0) ? -1 : 1; // add first quad if (!compute_normal(fInitPoints[0], fInitPoints[1], fRadius, fDirection, &fFirstNormal)) { // first two points are incident, make the third point the second and continue fInitPoints[1] = p; return; } fFirstPoint = fInitPoints[0]; fFirstVertex = fPositions.count(); fPrevNormal = fFirstNormal; fPrevPoint = fFirstPoint; fPrevUmbraIndex = fFirstVertex; this->addInnerPoint(fFirstPoint); if (!fTransparent) { SkPoint clipPoint; bool isOutside = this->clipUmbraPoint(fPositions[fFirstVertex], fCentroid, &clipPoint); if (isOutside) { *fPositions.push() = clipPoint; *fColors.push() = fUmbraColor; } fPrevUmbraOutside = isOutside; fFirstUmbraOutside = isOutside; } SkPoint newPoint = fFirstPoint + fFirstNormal; *fPositions.push() = newPoint; *fColors.push() = fPenumbraColor; this->addEdge(fInitPoints[1], fFirstNormal); // to ensure we skip this block next time *fInitPoints.push() = p; } SkVector normal; if (compute_normal(fPrevPoint, p, fRadius, fDirection, &normal)) { this->addArc(normal); this->finishArcAndAddEdge(p, normal); } } bool SkSpotShadowTessellator::addInnerPoint(const SkPoint& pathPoint) { SkPoint umbraPoint; if (!fValidUmbra) { SkVector v = fCentroid - pathPoint; v *= 0.95f; umbraPoint = pathPoint + v; } else { umbraPoint = fUmbraPolygon[this->getClosestUmbraPoint(pathPoint)]; } fPrevPoint = pathPoint; // merge "close" points if (fPrevUmbraIndex == fFirstVertex || !duplicate_pt(umbraPoint, fPositions[fPrevUmbraIndex])) { *fPositions.push() = umbraPoint; *fColors.push() = fUmbraColor; return false; } else { return true; } } void SkSpotShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal) { // add next umbra point bool duplicate = this->addInnerPoint(nextPoint); int prevPenumbraIndex = duplicate ? fPositions.count()-1 : fPositions.count()-2; int currUmbraIndex = duplicate ? fPrevUmbraIndex : fPositions.count()-1; if (!duplicate) { // add to center fan if transparent or centroid showing if (fTransparent) { *fIndices.push() = 0; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = currUmbraIndex; // otherwise add to clip ring } else { SkPoint clipPoint; bool isOutside = this->clipUmbraPoint(fPositions[currUmbraIndex], fCentroid, &clipPoint); if (isOutside) { *fPositions.push() = clipPoint; *fColors.push() = fUmbraColor; *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = currUmbraIndex; *fIndices.push() = currUmbraIndex + 1; if (fPrevUmbraOutside) { // fill out quad *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = currUmbraIndex + 1; *fIndices.push() = fPrevUmbraIndex + 1; } } else if (fPrevUmbraOutside) { // add tri *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = currUmbraIndex; *fIndices.push() = fPrevUmbraIndex + 1; } fPrevUmbraOutside = isOutside; } } // add next penumbra point and quad SkPoint newPoint = nextPoint + nextNormal; *fPositions.push() = newPoint; *fColors.push() = fPenumbraColor; if (!duplicate) { *fIndices.push() = fPrevUmbraIndex; *fIndices.push() = prevPenumbraIndex; *fIndices.push() = currUmbraIndex; } *fIndices.push() = prevPenumbraIndex; *fIndices.push() = fPositions.count() - 1; *fIndices.push() = currUmbraIndex; fPrevUmbraIndex = currUmbraIndex; fPrevNormal = nextNormal; } /////////////////////////////////////////////////////////////////////////////////////////////////// sk_sp SkShadowTessellator::MakeAmbient(const SkPath& path, const SkMatrix& ctm, SkScalar radius, SkColor umbra, SkColor penumbra, bool transparent) { SkAmbientShadowTessellator ambientTess(path, ctm, radius, umbra, penumbra, transparent); return ambientTess.releaseVertices(); } sk_sp SkShadowTessellator::MakeSpot(const SkPath& path, const SkMatrix& ctm, SkScalar scale, const SkVector& translate, SkScalar radius, SkColor umbraColor, SkColor penumbraColor, bool transparent) { SkSpotShadowTessellator spotTess(path, ctm, scale, translate, radius, umbraColor, penumbraColor, transparent); return spotTess.releaseVertices(); }