/* * 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 SkDrawShadowInfo_DEFINED #define SkDrawShadowInfo_DEFINED #include "SkColor.h" #include "SkPoint.h" #include "SkPoint3.h" class SkMatrix; class SkPath; struct SkRect; struct SkDrawShadowRec { SkPoint3 fZPlaneParams; SkPoint3 fLightPos; SkScalar fLightRadius; SkColor fAmbientColor; SkColor fSpotColor; uint32_t fFlags; }; namespace SkDrawShadowMetrics { static constexpr auto kAmbientHeightFactor = 1.0f / 128.0f; static constexpr auto kAmbientGeomFactor = 64.0f; // Assuming that we have a light height of 600 for the spot shadow, // the spot values will reach their maximum at a height of approximately 292.3077. // We'll round up to 300 to keep it simple. static constexpr auto kMaxAmbientRadius = 300*kAmbientHeightFactor*kAmbientGeomFactor; static inline float divide_and_pin(float numer, float denom, float min, float max) { float result = SkTPin(sk_ieee_float_divide(numer, denom), min, max); // ensure that SkTPin handled non-finites correctly SkASSERT(result >= min && result <= max); return result; } inline SkScalar AmbientBlurRadius(SkScalar height) { return SkTMin(height*kAmbientHeightFactor*kAmbientGeomFactor, kMaxAmbientRadius); } inline SkScalar AmbientRecipAlpha(SkScalar height) { return 1.0f + SkTMax(height*kAmbientHeightFactor, 0.0f); } inline SkScalar SpotBlurRadius(SkScalar occluderZ, SkScalar lightZ, SkScalar lightRadius) { return lightRadius*divide_and_pin(occluderZ, lightZ - occluderZ, 0.0f, 0.95f); } inline void GetSpotParams(SkScalar occluderZ, SkScalar lightX, SkScalar lightY, SkScalar lightZ, SkScalar lightRadius, SkScalar* blurRadius, SkScalar* scale, SkVector* translate) { SkScalar zRatio = divide_and_pin(occluderZ, lightZ - occluderZ, 0.0f, 0.95f); *blurRadius = lightRadius*zRatio; *scale = divide_and_pin(lightZ, lightZ - occluderZ, 1.0f, 1.95f); *translate = SkVector::Make(-zRatio * lightX, -zRatio * lightY); } // Create the transformation to apply to a path to get its base shadow outline, given the light // parameters and the path's 3D transformation (given by ctm and zPlaneParams). // Also computes the blur radius to apply the transformed outline. bool GetSpotShadowTransform(const SkPoint3& lightPos, SkScalar lightRadius, const SkMatrix& ctm, const SkPoint3& zPlaneParams, const SkRect& pathBounds, SkMatrix* shadowTransform, SkScalar* radius); // get bounds prior to the ctm being applied void GetLocalBounds(const SkPath&, const SkDrawShadowRec&, const SkMatrix& ctm, SkRect* bounds); } #endif