/* * 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 "SkColorData.h" #include "SkDrawShadowInfo.h" #include "SkGeometry.h" #include "SkPolyUtils.h" #include "SkPath.h" #include "SkPoint3.h" #include "SkPointPriv.h" #include "SkVertices.h" #if SK_SUPPORT_GPU #include "GrPathUtils.h" #endif /** * Base class */ class SkBaseShadowTessellator { public: SkBaseShadowTessellator(const SkPoint3& zPlaneParams, bool transparent); virtual ~SkBaseShadowTessellator() {} sk_sp<SkVertices> releaseVertices() { if (!fSucceeded) { return nullptr; } return SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, this->vertexCount(), fPositions.begin(), nullptr, fColors.begin(), this->indexCount(), fIndices.begin()); } protected: static constexpr auto kMinHeight = 0.1f; static constexpr auto kPenumbraColor = SK_ColorTRANSPARENT; static constexpr auto kUmbraColor = SK_ColorBLACK; int vertexCount() const { return fPositions.count(); } int indexCount() const { return fIndices.count(); } // initialization methods bool accumulateCentroid(const SkPoint& c, const SkPoint& n); bool checkConvexity(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2); void finishPathPolygon(); // convex shadow methods bool computeConvexShadow(SkScalar inset, SkScalar outset, bool doClip); void computeClipVectorsAndTestCentroid(); bool clipUmbraPoint(const SkPoint& umbraPoint, const SkPoint& centroid, SkPoint* clipPoint); void addEdge(const SkVector& nextPoint, const SkVector& nextNormal, SkColor umbraColor, const SkTDArray<SkPoint>& umbraPolygon, bool lastEdge, bool doClip); bool addInnerPoint(const SkPoint& pathPoint, SkColor umbraColor, const SkTDArray<SkPoint>& umbraPolygon, int* currUmbraIndex); int getClosestUmbraIndex(const SkPoint& point, const SkTDArray<SkPoint>& umbraPolygon); // concave shadow methods bool computeConcaveShadow(SkScalar inset, SkScalar outset); void stitchConcaveRings(const SkTDArray<SkPoint>& umbraPolygon, SkTDArray<int>* umbraIndices, const SkTDArray<SkPoint>& penumbraPolygon, SkTDArray<int>* penumbraIndices); void handleLine(const SkPoint& p); 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); bool addArc(const SkVector& nextNormal, SkScalar offset, bool finishArc); void appendTriangle(uint16_t index0, uint16_t index1, uint16_t index2); void appendQuad(uint16_t index0, uint16_t index1, uint16_t index2, uint16_t index3); SkScalar heightFunc(SkScalar x, SkScalar y) { return fZPlaneParams.fX*x + fZPlaneParams.fY*y + fZPlaneParams.fZ; } SkPoint3 fZPlaneParams; // temporary buffer SkTDArray<SkPoint> fPointBuffer; SkTDArray<SkPoint> fPositions; SkTDArray<SkColor> fColors; SkTDArray<uint16_t> fIndices; SkTDArray<SkPoint> fPathPolygon; SkTDArray<SkPoint> fClipPolygon; SkTDArray<SkVector> fClipVectors; SkPoint fCentroid; SkScalar fArea; SkScalar fLastArea; SkScalar fLastCross; int fFirstVertexIndex; SkVector fFirstOutset; SkPoint fFirstPoint; bool fSucceeded; bool fTransparent; bool fIsConvex; bool fValidUmbra; SkScalar fDirection; int fPrevUmbraIndex; int fCurrUmbraIndex; int fCurrClipIndex; bool fPrevUmbraOutside; bool fFirstUmbraOutside; SkVector fPrevOutset; SkPoint fPrevPoint; }; // make external linkage happy constexpr SkColor SkBaseShadowTessellator::kUmbraColor; constexpr SkColor SkBaseShadowTessellator::kPenumbraColor; static bool compute_normal(const SkPoint& p0, const SkPoint& p1, SkScalar dir, SkVector* newNormal) { SkVector normal; // compute perpendicular normal.fX = p0.fY - p1.fY; normal.fY = p1.fX - p0.fX; normal *= dir; if (!normal.normalize()) { return false; } *newNormal = normal; return true; } 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 = SkPointPriv::DistanceToSqd(p0, p1); return distSq < kCloseSqd; } static SkScalar perp_dot(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2) { SkVector v0 = p1 - p0; SkVector v1 = p2 - p1; return v0.cross(v1); } SkBaseShadowTessellator::SkBaseShadowTessellator(const SkPoint3& zPlaneParams, bool transparent) : fZPlaneParams(zPlaneParams) , fCentroid({0, 0}) , fArea(0) , fLastArea(0) , fLastCross(0) , fFirstVertexIndex(-1) , fSucceeded(false) , fTransparent(transparent) , fIsConvex(true) , fValidUmbra(true) , fDirection(1) , fPrevUmbraIndex(-1) , fCurrUmbraIndex(0) , fCurrClipIndex(0) , fPrevUmbraOutside(false) , fFirstUmbraOutside(false) { // child classes will set reserve for positions, colors and indices } bool SkBaseShadowTessellator::accumulateCentroid(const SkPoint& curr, const SkPoint& next) { if (duplicate_pt(curr, next)) { return false; } SkASSERT(fPathPolygon.count() > 0); SkVector v0 = curr - fPathPolygon[0]; SkVector v1 = next - fPathPolygon[0]; SkScalar quadArea = v0.cross(v1); fCentroid.fX += (v0.fX + v1.fX) * quadArea; fCentroid.fY += (v0.fY + v1.fY) * quadArea; fArea += quadArea; // convexity check if (quadArea*fLastArea < 0) { fIsConvex = false; } if (0 != quadArea) { fLastArea = quadArea; } return true; } bool SkBaseShadowTessellator::checkConvexity(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2) { SkScalar cross = perp_dot(p0, p1, p2); // skip collinear point if (SkScalarNearlyZero(cross)) { return false; } // check for convexity if (fLastCross*cross < 0) { fIsConvex = false; } if (0 != cross) { fLastCross = cross; } return true; } void SkBaseShadowTessellator::finishPathPolygon() { if (fPathPolygon.count() > 1) { if (!this->accumulateCentroid(fPathPolygon[fPathPolygon.count() - 1], fPathPolygon[0])) { // remove coincident point fPathPolygon.pop(); } } if (fPathPolygon.count() > 2) { // do this before the final convexity check, so we use the correct fPathPolygon[0] fCentroid *= sk_ieee_float_divide(1, 3 * fArea); fCentroid += fPathPolygon[0]; if (!checkConvexity(fPathPolygon[fPathPolygon.count() - 2], fPathPolygon[fPathPolygon.count() - 1], fPathPolygon[0])) { // remove collinear point fPathPolygon[0] = fPathPolygon[fPathPolygon.count() - 1]; fPathPolygon.pop(); } } // if area is positive, winding is ccw fDirection = fArea > 0 ? -1 : 1; } bool SkBaseShadowTessellator::computeConvexShadow(SkScalar inset, SkScalar outset, bool doClip) { if (doClip) { this->computeClipVectorsAndTestCentroid(); } // adjust inset distance and umbra color if necessary auto umbraColor = kUmbraColor; SkScalar minDistSq = SkPointPriv::DistanceToLineSegmentBetweenSqd(fCentroid, fPathPolygon[0], fPathPolygon[1]); SkRect bounds; bounds.setBounds(&fPathPolygon[0], fPathPolygon.count()); 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 = SkPointPriv::DistanceToLineSegmentBetweenSqd(fCentroid, currPoint, nextPoint); if (distSq < minDistSq) { minDistSq = distSq; } } SkTDArray<SkPoint> insetPolygon; if (inset > SK_ScalarNearlyZero) { static constexpr auto kTolerance = 1.0e-2f; if (minDistSq < (inset + kTolerance)*(inset + kTolerance)) { // if the umbra would collapse, we back off a bit on inner blur and adjust the alpha auto newInset = SkScalarSqrt(minDistSq) - kTolerance; auto ratio = 128 * (newInset / inset + 1); SkASSERT(SkScalarIsFinite(ratio)); // they aren't PMColors, but the interpolation algorithm is the same umbraColor = SkPMLerp(kUmbraColor, kPenumbraColor, (unsigned)ratio); inset = newInset; } // generate inner ring if (!SkInsetConvexPolygon(&fPathPolygon[0], fPathPolygon.count(), inset, &insetPolygon)) { // not ideal, but in this case we'll inset using the centroid fValidUmbra = false; } } const SkTDArray<SkPoint>& umbraPolygon = (inset > SK_ScalarNearlyZero) ? insetPolygon : fPathPolygon; // walk around the path polygon, generate outer ring and connect to inner ring if (fTransparent) { fPositions.push_back(fCentroid); fColors.push_back(umbraColor); } fCurrUmbraIndex = 0; // initial setup // add first quad int polyCount = fPathPolygon.count(); if (!compute_normal(fPathPolygon[polyCount - 1], fPathPolygon[0], fDirection, &fFirstOutset)) { // polygon should be sanitized by this point, so this is unrecoverable return false; } fFirstOutset *= outset; fFirstPoint = fPathPolygon[polyCount - 1]; fFirstVertexIndex = fPositions.count(); fPrevOutset = fFirstOutset; fPrevPoint = fFirstPoint; fPrevUmbraIndex = -1; this->addInnerPoint(fFirstPoint, umbraColor, umbraPolygon, &fPrevUmbraIndex); if (!fTransparent && doClip) { SkPoint clipPoint; bool isOutside = this->clipUmbraPoint(fPositions[fFirstVertexIndex], fCentroid, &clipPoint); if (isOutside) { fPositions.push_back(clipPoint); fColors.push_back(umbraColor); } fPrevUmbraOutside = isOutside; fFirstUmbraOutside = isOutside; } SkPoint newPoint = fFirstPoint + fFirstOutset; fPositions.push_back(newPoint); fColors.push_back(kPenumbraColor); this->addEdge(fPathPolygon[0], fFirstOutset, umbraColor, umbraPolygon, false, doClip); for (int i = 1; i < polyCount; ++i) { SkVector normal; if (!compute_normal(fPrevPoint, fPathPolygon[i], fDirection, &normal)) { return false; } normal *= outset; this->addArc(normal, outset, true); this->addEdge(fPathPolygon[i], normal, umbraColor, umbraPolygon, i == polyCount - 1, doClip); } SkASSERT(this->indexCount()); // final fan SkASSERT(fPositions.count() >= 3); if (this->addArc(fFirstOutset, outset, false)) { if (fFirstUmbraOutside) { this->appendTriangle(fFirstVertexIndex, fPositions.count() - 1, fFirstVertexIndex + 2); } else { this->appendTriangle(fFirstVertexIndex, fPositions.count() - 1, fFirstVertexIndex + 1); } } else { // no arc added, fix up by setting first penumbra point position to last one if (fFirstUmbraOutside) { fPositions[fFirstVertexIndex + 2] = fPositions[fPositions.count() - 1]; } else { fPositions[fFirstVertexIndex + 1] = fPositions[fPositions.count() - 1]; } } return true; } void SkBaseShadowTessellator::computeClipVectorsAndTestCentroid() { SkASSERT(fClipPolygon.count() >= 3); fCurrClipIndex = fClipPolygon.count() - 1; // init clip vectors SkVector v0 = fClipPolygon[1] - fClipPolygon[0]; SkVector v1 = fClipPolygon[2] - fClipPolygon[0]; fClipVectors.push_back(v0); // init centroid check bool hiddenCentroid = true; 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_back(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; } void SkBaseShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal, SkColor umbraColor, const SkTDArray<SkPoint>& umbraPolygon, bool lastEdge, bool doClip) { // add next umbra point int currUmbraIndex; bool duplicate; if (lastEdge) { duplicate = false; currUmbraIndex = fFirstVertexIndex; fPrevPoint = nextPoint; } else { duplicate = this->addInnerPoint(nextPoint, umbraColor, umbraPolygon, &currUmbraIndex); } int prevPenumbraIndex = duplicate || (currUmbraIndex == fFirstVertexIndex) ? fPositions.count() - 1 : fPositions.count() - 2; if (!duplicate) { // add to center fan if transparent or centroid showing if (fTransparent) { this->appendTriangle(0, fPrevUmbraIndex, currUmbraIndex); // otherwise add to clip ring } else if (doClip) { SkPoint clipPoint; bool isOutside = lastEdge ? fFirstUmbraOutside : this->clipUmbraPoint(fPositions[currUmbraIndex], fCentroid, &clipPoint); if (isOutside) { if (!lastEdge) { fPositions.push_back(clipPoint); fColors.push_back(umbraColor); } this->appendTriangle(fPrevUmbraIndex, currUmbraIndex, currUmbraIndex + 1); if (fPrevUmbraOutside) { // fill out quad this->appendTriangle(fPrevUmbraIndex, currUmbraIndex + 1, fPrevUmbraIndex + 1); } } else if (fPrevUmbraOutside) { // add tri this->appendTriangle(fPrevUmbraIndex, currUmbraIndex, fPrevUmbraIndex + 1); } fPrevUmbraOutside = isOutside; } } // add next penumbra point and quad SkPoint newPoint = nextPoint + nextNormal; fPositions.push_back(newPoint); fColors.push_back(kPenumbraColor); if (!duplicate) { this->appendTriangle(fPrevUmbraIndex, prevPenumbraIndex, currUmbraIndex); } this->appendTriangle(prevPenumbraIndex, fPositions.count() - 1, currUmbraIndex); fPrevUmbraIndex = currUmbraIndex; fPrevOutset = nextNormal; } bool SkBaseShadowTessellator::clipUmbraPoint(const SkPoint& umbraPoint, const SkPoint& centroid, SkPoint* clipPoint) { SkVector segmentVector = centroid - umbraPoint; int startClipPoint = fCurrClipIndex; do { SkVector dp = umbraPoint - fClipPolygon[fCurrClipIndex]; SkScalar denom = fClipVectors[fCurrClipIndex].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[fCurrClipIndex]); // if umbra point is inside the clip polygon if (s_num >= 0 && s_num <= denom) { segmentVector *= s_num / denom; *clipPoint = umbraPoint + segmentVector; return true; } } fCurrClipIndex = (fCurrClipIndex + 1) % fClipPolygon.count(); } while (fCurrClipIndex != startClipPoint); return false; } bool SkBaseShadowTessellator::addInnerPoint(const SkPoint& pathPoint, SkColor umbraColor, const SkTDArray<SkPoint>& umbraPolygon, int* currUmbraIndex) { SkPoint umbraPoint; if (!fValidUmbra) { SkVector v = fCentroid - pathPoint; v *= 0.95f; umbraPoint = pathPoint + v; } else { umbraPoint = umbraPolygon[this->getClosestUmbraIndex(pathPoint, umbraPolygon)]; } fPrevPoint = pathPoint; // merge "close" points if (fPrevUmbraIndex == -1 || !duplicate_pt(umbraPoint, fPositions[fPrevUmbraIndex])) { // if we've wrapped around, don't add a new point if (fPrevUmbraIndex >= 0 && duplicate_pt(umbraPoint, fPositions[fFirstVertexIndex])) { *currUmbraIndex = fFirstVertexIndex; } else { *currUmbraIndex = fPositions.count(); fPositions.push_back(umbraPoint); fColors.push_back(umbraColor); } return false; } else { *currUmbraIndex = fPrevUmbraIndex; return true; } } int SkBaseShadowTessellator::getClosestUmbraIndex(const SkPoint& p, const SkTDArray<SkPoint>& umbraPolygon) { SkScalar minDistance = SkPointPriv::DistanceToSqd(p, umbraPolygon[fCurrUmbraIndex]); int index = fCurrUmbraIndex; int dir = 1; int next = (index + dir) % umbraPolygon.count(); // init travel direction SkScalar distance = SkPointPriv::DistanceToSqd(p, umbraPolygon[next]); if (distance < minDistance) { index = next; minDistance = distance; } else { dir = umbraPolygon.count() - 1; } // iterate until we find a point that increases the distance next = (index + dir) % umbraPolygon.count(); distance = SkPointPriv::DistanceToSqd(p, umbraPolygon[next]); while (distance < minDistance) { index = next; minDistance = distance; next = (index + dir) % umbraPolygon.count(); distance = SkPointPriv::DistanceToSqd(p, umbraPolygon[next]); } fCurrUmbraIndex = index; return index; } bool SkBaseShadowTessellator::computeConcaveShadow(SkScalar inset, SkScalar outset) { if (!SkIsSimplePolygon(&fPathPolygon[0], fPathPolygon.count())) { return false; } // generate inner ring SkTDArray<SkPoint> umbraPolygon; SkTDArray<int> umbraIndices; umbraIndices.setReserve(fPathPolygon.count()); if (!SkOffsetSimplePolygon(&fPathPolygon[0], fPathPolygon.count(), inset, &umbraPolygon, &umbraIndices)) { // TODO: figure out how to handle this case return false; } // generate outer ring SkTDArray<SkPoint> penumbraPolygon; SkTDArray<int> penumbraIndices; penumbraPolygon.setReserve(umbraPolygon.count()); penumbraIndices.setReserve(umbraPolygon.count()); if (!SkOffsetSimplePolygon(&fPathPolygon[0], fPathPolygon.count(), -outset, &penumbraPolygon, &penumbraIndices)) { // TODO: figure out how to handle this case return false; } if (!umbraPolygon.count() || !penumbraPolygon.count()) { return false; } // attach the rings together this->stitchConcaveRings(umbraPolygon, &umbraIndices, penumbraPolygon, &penumbraIndices); return true; } void SkBaseShadowTessellator::stitchConcaveRings(const SkTDArray<SkPoint>& umbraPolygon, SkTDArray<int>* umbraIndices, const SkTDArray<SkPoint>& penumbraPolygon, SkTDArray<int>* penumbraIndices) { // TODO: only create and fill indexMap when fTransparent is true? SkAutoSTMalloc<64, uint16_t> indexMap(umbraPolygon.count()); // find minimum indices int minIndex = 0; int min = (*penumbraIndices)[0]; for (int i = 1; i < (*penumbraIndices).count(); ++i) { if ((*penumbraIndices)[i] < min) { min = (*penumbraIndices)[i]; minIndex = i; } } int currPenumbra = minIndex; minIndex = 0; min = (*umbraIndices)[0]; for (int i = 1; i < (*umbraIndices).count(); ++i) { if ((*umbraIndices)[i] < min) { min = (*umbraIndices)[i]; minIndex = i; } } int currUmbra = minIndex; // now find a case where the indices are equal (there should be at least one) int maxPenumbraIndex = fPathPolygon.count() - 1; int maxUmbraIndex = fPathPolygon.count() - 1; while ((*penumbraIndices)[currPenumbra] != (*umbraIndices)[currUmbra]) { if ((*penumbraIndices)[currPenumbra] < (*umbraIndices)[currUmbra]) { (*penumbraIndices)[currPenumbra] += fPathPolygon.count(); maxPenumbraIndex = (*penumbraIndices)[currPenumbra]; currPenumbra = (currPenumbra + 1) % penumbraPolygon.count(); } else { (*umbraIndices)[currUmbra] += fPathPolygon.count(); maxUmbraIndex = (*umbraIndices)[currUmbra]; currUmbra = (currUmbra + 1) % umbraPolygon.count(); } } fPositions.push_back(penumbraPolygon[currPenumbra]); fColors.push_back(kPenumbraColor); int prevPenumbraIndex = 0; fPositions.push_back(umbraPolygon[currUmbra]); fColors.push_back(kUmbraColor); fPrevUmbraIndex = 1; indexMap[currUmbra] = 1; int nextPenumbra = (currPenumbra + 1) % penumbraPolygon.count(); int nextUmbra = (currUmbra + 1) % umbraPolygon.count(); while ((*penumbraIndices)[nextPenumbra] <= maxPenumbraIndex || (*umbraIndices)[nextUmbra] <= maxUmbraIndex) { if ((*umbraIndices)[nextUmbra] == (*penumbraIndices)[nextPenumbra]) { // advance both one step fPositions.push_back(penumbraPolygon[nextPenumbra]); fColors.push_back(kPenumbraColor); int currPenumbraIndex = fPositions.count() - 1; fPositions.push_back(umbraPolygon[nextUmbra]); fColors.push_back(kUmbraColor); int currUmbraIndex = fPositions.count() - 1; indexMap[nextUmbra] = currUmbraIndex; this->appendQuad(prevPenumbraIndex, currPenumbraIndex, fPrevUmbraIndex, currUmbraIndex); prevPenumbraIndex = currPenumbraIndex; (*penumbraIndices)[currPenumbra] += fPathPolygon.count(); currPenumbra = nextPenumbra; nextPenumbra = (currPenumbra + 1) % penumbraPolygon.count(); fPrevUmbraIndex = currUmbraIndex; (*umbraIndices)[currUmbra] += fPathPolygon.count(); currUmbra = nextUmbra; nextUmbra = (currUmbra + 1) % umbraPolygon.count(); } while ((*penumbraIndices)[nextPenumbra] < (*umbraIndices)[nextUmbra] && (*penumbraIndices)[nextPenumbra] <= maxPenumbraIndex) { // fill out penumbra arc fPositions.push_back(penumbraPolygon[nextPenumbra]); fColors.push_back(kPenumbraColor); int currPenumbraIndex = fPositions.count() - 1; this->appendTriangle(prevPenumbraIndex, currPenumbraIndex, fPrevUmbraIndex); prevPenumbraIndex = currPenumbraIndex; // this ensures the ordering when we wrap around (*penumbraIndices)[currPenumbra] += fPathPolygon.count(); currPenumbra = nextPenumbra; nextPenumbra = (currPenumbra + 1) % penumbraPolygon.count(); } while ((*umbraIndices)[nextUmbra] < (*penumbraIndices)[nextPenumbra] && (*umbraIndices)[nextUmbra] <= maxUmbraIndex) { // fill out umbra arc fPositions.push_back(umbraPolygon[nextUmbra]); fColors.push_back(kUmbraColor); int currUmbraIndex = fPositions.count() - 1; indexMap[nextUmbra] = currUmbraIndex; this->appendTriangle(fPrevUmbraIndex, prevPenumbraIndex, currUmbraIndex); fPrevUmbraIndex = currUmbraIndex; // this ensures the ordering when we wrap around (*umbraIndices)[currUmbra] += fPathPolygon.count(); currUmbra = nextUmbra; nextUmbra = (currUmbra + 1) % umbraPolygon.count(); } } // finish up by advancing both one step fPositions.push_back(penumbraPolygon[nextPenumbra]); fColors.push_back(kPenumbraColor); int currPenumbraIndex = fPositions.count() - 1; fPositions.push_back(umbraPolygon[nextUmbra]); fColors.push_back(kUmbraColor); int currUmbraIndex = fPositions.count() - 1; indexMap[nextUmbra] = currUmbraIndex; this->appendQuad(prevPenumbraIndex, currPenumbraIndex, fPrevUmbraIndex, currUmbraIndex); if (fTransparent) { SkTriangulateSimplePolygon(umbraPolygon.begin(), indexMap, umbraPolygon.count(), &fIndices); } } // 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 = 0.25f; // clamps the point to the nearest 16th of a pixel static void sanitize_point(const SkPoint& in, SkPoint* out) { out->fX = SkScalarRoundToScalar(16.f*in.fX)*0.0625f; out->fY = SkScalarRoundToScalar(16.f*in.fY)*0.0625f; } void SkBaseShadowTessellator::handleLine(const SkPoint& p) { SkPoint pSanitized; sanitize_point(p, &pSanitized); if (fPathPolygon.count() > 0) { if (!this->accumulateCentroid(fPathPolygon[fPathPolygon.count() - 1], pSanitized)) { // skip coincident point return; } } if (fPathPolygon.count() > 1) { if (!checkConvexity(fPathPolygon[fPathPolygon.count() - 2], fPathPolygon[fPathPolygon.count() - 1], pSanitized)) { // remove collinear point fPathPolygon.pop(); // it's possible that the previous point is coincident with the new one now if (duplicate_pt(fPathPolygon[fPathPolygon.count() - 1], pSanitized)) { fPathPolygon.pop(); } } } fPathPolygon.push_back(pSanitized); } 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 // check for degeneracy SkVector v0 = pts[1] - pts[0]; SkVector v1 = pts[2] - pts[0]; if (SkScalarNearlyZero(v0.cross(v1))) { return; } // TODO: Pull PathUtils out of Ganesh? int maxCount = GrPathUtils::quadraticPointCount(pts, kQuadTolerance); fPointBuffer.setCount(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.setCount(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) { if (m.hasPerspective()) { w = SkConic::TransformW(pts, w, m); } 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; } } bool SkBaseShadowTessellator::addArc(const SkVector& nextNormal, SkScalar offset, bool finishArc) { // fill in fan from previous quad SkScalar rotSin, rotCos; int numSteps; if (!SkComputeRadialSteps(fPrevOutset, nextNormal, offset, &rotSin, &rotCos, &numSteps)) { // recover as best we can numSteps = 0; } SkVector prevNormal = fPrevOutset; for (int i = 0; i < numSteps-1; ++i) { SkVector currNormal; currNormal.fX = prevNormal.fX*rotCos - prevNormal.fY*rotSin; currNormal.fY = prevNormal.fY*rotCos + prevNormal.fX*rotSin; fPositions.push_back(fPrevPoint + currNormal); fColors.push_back(kPenumbraColor); this->appendTriangle(fPrevUmbraIndex, fPositions.count() - 1, fPositions.count() - 2); prevNormal = currNormal; } if (finishArc && numSteps) { fPositions.push_back(fPrevPoint + nextNormal); fColors.push_back(kPenumbraColor); this->appendTriangle(fPrevUmbraIndex, fPositions.count() - 1, fPositions.count() - 2); } fPrevOutset = nextNormal; return (numSteps > 0); } void SkBaseShadowTessellator::appendTriangle(uint16_t index0, uint16_t index1, uint16_t index2) { auto indices = fIndices.append(3); indices[0] = index0; indices[1] = index1; indices[2] = index2; } void SkBaseShadowTessellator::appendQuad(uint16_t index0, uint16_t index1, uint16_t index2, uint16_t index3) { auto indices = fIndices.append(6); indices[0] = index0; indices[1] = index1; indices[2] = index2; indices[3] = index2; indices[4] = index1; indices[5] = index3; } ////////////////////////////////////////////////////////////////////////////////////////////////// class SkAmbientShadowTessellator : public SkBaseShadowTessellator { public: SkAmbientShadowTessellator(const SkPath& path, const SkMatrix& ctm, const SkPoint3& zPlaneParams, bool transparent); private: bool computePathPolygon(const SkPath& path, const SkMatrix& ctm); typedef SkBaseShadowTessellator INHERITED; }; SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path, const SkMatrix& ctm, const SkPoint3& zPlaneParams, bool transparent) : INHERITED(zPlaneParams, transparent) { // Set base colors auto baseZ = heightFunc(path.getBounds().centerX(), path.getBounds().centerY()); // umbraColor is the interior value, penumbraColor the exterior value. auto outset = SkDrawShadowMetrics::AmbientBlurRadius(baseZ); auto inset = outset * SkDrawShadowMetrics::AmbientRecipAlpha(baseZ) - outset; if (!this->computePathPolygon(path, ctm)) { return; } if (fPathPolygon.count() < 3 || !SkScalarIsFinite(fArea)) { fSucceeded = true; // We don't want to try to blur these cases, so we will // return an empty SkVertices instead. return; } // 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()); if (fIsConvex) { fSucceeded = this->computeConvexShadow(inset, outset, false); } else { fSucceeded = this->computeConcaveShadow(inset, outset); } } bool SkAmbientShadowTessellator::computePathPolygon(const SkPath& path, const SkMatrix& ctm) { fPathPolygon.setReserve(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; bool verbSeen = false; bool closeSeen = false; while ((verb = iter.next(pts)) != SkPath::kDone_Verb) { if (closeSeen) { return false; } switch (verb) { case SkPath::kLine_Verb: this->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: if (verbSeen) { return false; } break; case SkPath::kClose_Verb: case SkPath::kDone_Verb: closeSeen = true; break; } verbSeen = true; } this->finishPathPolygon(); return true; } /////////////////////////////////////////////////////////////////////////////////////////////////// class SkSpotShadowTessellator : public SkBaseShadowTessellator { public: SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm, const SkPoint3& zPlaneParams, const SkPoint3& lightPos, SkScalar lightRadius, bool transparent); private: bool computeClipAndPathPolygons(const SkPath& path, const SkMatrix& ctm, const SkMatrix& shadowTransform); void addToClip(const SkVector& nextPoint); typedef SkBaseShadowTessellator INHERITED; }; SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm, const SkPoint3& zPlaneParams, const SkPoint3& lightPos, SkScalar lightRadius, bool transparent) : INHERITED(zPlaneParams, transparent) { // Compute the blur radius, scale and translation for the spot shadow. SkMatrix shadowTransform; SkScalar outset; if (!SkDrawShadowMetrics::GetSpotShadowTransform(lightPos, lightRadius, ctm, zPlaneParams, path.getBounds(), &shadowTransform, &outset)) { return; } SkScalar inset = outset; // compute rough clip bounds for umbra, plus offset polygon, plus centroid if (!this->computeClipAndPathPolygons(path, ctm, shadowTransform)) { return; } if (fClipPolygon.count() < 3 || fPathPolygon.count() < 3 || !SkScalarIsFinite(fArea)) { fSucceeded = true; // We don't want to try to blur these cases, so we will // return an empty SkVertices instead. return; } // 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()); if (fIsConvex) { fSucceeded = this->computeConvexShadow(inset, outset, true); } else { fSucceeded = this->computeConcaveShadow(inset, outset); } if (!fSucceeded) { return; } fSucceeded = true; } bool SkSpotShadowTessellator::computeClipAndPathPolygons(const SkPath& path, const SkMatrix& ctm, const SkMatrix& shadowTransform) { fPathPolygon.setReserve(path.countPoints()); fClipPolygon.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]; SkPoint clipPts[4]; SkPath::Verb verb; // 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; bool closeSeen = false; bool verbSeen = false; while ((verb = iter.next(pts)) != SkPath::kDone_Verb) { if (closeSeen) { return false; } switch (verb) { case SkPath::kLine_Verb: ctm.mapPoints(clipPts, &pts[1], 1); this->addToClip(clipPts[0]); this->handleLine(shadowTransform, &pts[1]); break; case SkPath::kQuad_Verb: ctm.mapPoints(clipPts, pts, 3); // point at t = 1/2 curvePoint.fX = 0.25f*clipPts[0].fX + 0.5f*clipPts[1].fX + 0.25f*clipPts[2].fX; curvePoint.fY = 0.25f*clipPts[0].fY + 0.5f*clipPts[1].fY + 0.25f*clipPts[2].fY; this->addToClip(curvePoint); this->addToClip(clipPts[2]); this->handleQuad(shadowTransform, pts); break; case SkPath::kConic_Verb: ctm.mapPoints(clipPts, pts, 3); w = iter.conicWeight(); // point at t = 1/2 curvePoint.fX = 0.25f*clipPts[0].fX + w*0.5f*clipPts[1].fX + 0.25f*clipPts[2].fX; curvePoint.fY = 0.25f*clipPts[0].fY + w*0.5f*clipPts[1].fY + 0.25f*clipPts[2].fY; curvePoint *= SkScalarInvert(0.5f + 0.5f*w); this->addToClip(curvePoint); this->addToClip(clipPts[2]); this->handleConic(shadowTransform, pts, w); break; case SkPath::kCubic_Verb: ctm.mapPoints(clipPts, pts, 4); // point at t = 5/16 curvePoint.fX = kA*clipPts[0].fX + kB*clipPts[1].fX + kC*clipPts[2].fX + kD*clipPts[3].fX; curvePoint.fY = kA*clipPts[0].fY + kB*clipPts[1].fY + kC*clipPts[2].fY + kD*clipPts[3].fY; this->addToClip(curvePoint); // point at t = 11/16 curvePoint.fX = kD*clipPts[0].fX + kC*clipPts[1].fX + kB*clipPts[2].fX + kA*clipPts[3].fX; curvePoint.fY = kD*clipPts[0].fY + kC*clipPts[1].fY + kB*clipPts[2].fY + kA*clipPts[3].fY; this->addToClip(curvePoint); this->addToClip(clipPts[3]); this->handleCubic(shadowTransform, pts); break; case SkPath::kMove_Verb: if (verbSeen) { return false; } break; case SkPath::kClose_Verb: case SkPath::kDone_Verb: closeSeen = true; break; default: SkDEBUGFAIL("unknown verb"); } verbSeen = true; } this->finishPathPolygon(); return true; } void SkSpotShadowTessellator::addToClip(const SkPoint& point) { if (fClipPolygon.isEmpty() || !duplicate_pt(point, fClipPolygon[fClipPolygon.count() - 1])) { fClipPolygon.push_back(point); } } /////////////////////////////////////////////////////////////////////////////////////////////////// sk_sp<SkVertices> SkShadowTessellator::MakeAmbient(const SkPath& path, const SkMatrix& ctm, const SkPoint3& zPlane, bool transparent) { if (!ctm.mapRect(path.getBounds()).isFinite() || !zPlane.isFinite()) { return nullptr; } SkAmbientShadowTessellator ambientTess(path, ctm, zPlane, transparent); return ambientTess.releaseVertices(); } sk_sp<SkVertices> SkShadowTessellator::MakeSpot(const SkPath& path, const SkMatrix& ctm, const SkPoint3& zPlane, const SkPoint3& lightPos, SkScalar lightRadius, bool transparent) { if (!ctm.mapRect(path.getBounds()).isFinite() || !zPlane.isFinite() || !lightPos.isFinite() || !(lightPos.fZ >= SK_ScalarNearlyZero) || !SkScalarIsFinite(lightRadius) || !(lightRadius >= SK_ScalarNearlyZero)) { return nullptr; } SkSpotShadowTessellator spotTess(path, ctm, zPlane, lightPos, lightRadius, transparent); return spotTess.releaseVertices(); }