xref: /aosp_15_r20/external/skia/include/utils/SkShadowUtils.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1 
2 /*
3  * Copyright 2017 Google Inc.
4  *
5  * Use of this source code is governed by a BSD-style license that can be
6  * found in the LICENSE file.
7  */
8 #ifndef SkShadowUtils_DEFINED
9 #define SkShadowUtils_DEFINED
10 
11 #include "include/core/SkColor.h"
12 #include "include/core/SkScalar.h"
13 #include "include/core/SkTypes.h"
14 
15 #include <cstdint>
16 
17 class SkCanvas;
18 class SkMatrix;
19 class SkPath;
20 struct SkPoint3;
21 struct SkRect;
22 
23 enum SkShadowFlags {
24     kNone_ShadowFlag = 0x00,
25     /** The occluding object is not opaque. Knowing that the occluder is opaque allows
26     * us to cull shadow geometry behind it and improve performance. */
27     kTransparentOccluder_ShadowFlag = 0x01,
28     /** Don't try to use analytic shadows. */
29     kGeometricOnly_ShadowFlag = 0x02,
30     /** Light position represents a direction, light radius is blur radius at elevation 1 */
31     kDirectionalLight_ShadowFlag = 0x04,
32     /** Concave paths will only use blur to generate the shadow */
33     kConcaveBlurOnly_ShadowFlag = 0x08,
34     /** mask for all shadow flags */
35     kAll_ShadowFlag = 0x0F
36 };
37 
38 class SK_API SkShadowUtils {
39 public:
40     /**
41      * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
42      * light. The shadow may be cached, depending on the path type and canvas matrix. If the
43      * matrix is perspective or the path is volatile, it will not be cached.
44      *
45      * @param canvas  The canvas on which to draw the shadows.
46      * @param path  The occluder used to generate the shadows.
47      * @param zPlaneParams  Values for the plane function which returns the Z offset of the
48      *  occluder from the canvas based on local x and y values (the current matrix is not applied).
49      * @param lightPos  Generally, the 3D position of the light relative to the canvas plane.
50      *                  If kDirectionalLight_ShadowFlag is set, this specifies a vector pointing
51      *                  towards the light.
52      * @param lightRadius  Generally, the radius of the disc light.
53      *                     If DirectionalLight_ShadowFlag is set, this specifies the amount of
54      *                     blur when the occluder is at Z offset == 1. The blur will grow linearly
55      *                     as the Z value increases.
56      * @param ambientColor  The color of the ambient shadow.
57      * @param spotColor  The color of the spot shadow.
58      * @param flags  Options controlling opaque occluder optimizations, shadow appearance,
59      *               and light position. See SkShadowFlags.
60      */
61     static void DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams,
62                            const SkPoint3& lightPos, SkScalar lightRadius,
63                            SkColor ambientColor, SkColor spotColor,
64                            uint32_t flags = SkShadowFlags::kNone_ShadowFlag);
65 
66     /**
67      * Generate bounding box for shadows relative to path. Includes both the ambient and spot
68      * shadow bounds.
69      *
70      * @param ctm  Current transformation matrix to device space.
71      * @param path  The occluder used to generate the shadows.
72      * @param zPlaneParams  Values for the plane function which returns the Z offset of the
73      *  occluder from the canvas based on local x and y values (the current matrix is not applied).
74      * @param lightPos  Generally, the 3D position of the light relative to the canvas plane.
75      *                  If kDirectionalLight_ShadowFlag is set, this specifies a vector pointing
76      *                  towards the light.
77      * @param lightRadius  Generally, the radius of the disc light.
78      *                     If DirectionalLight_ShadowFlag is set, this specifies the amount of
79      *                     blur when the occluder is at Z offset == 1. The blur will grow linearly
80      *                     as the Z value increases.
81      * @param flags  Options controlling opaque occluder optimizations, shadow appearance,
82      *               and light position. See SkShadowFlags.
83      * @param bounds Return value for shadow bounding box.
84      * @return Returns true if successful, false otherwise.
85      */
86     static bool GetLocalBounds(const SkMatrix& ctm, const SkPath& path,
87                                const SkPoint3& zPlaneParams, const SkPoint3& lightPos,
88                                SkScalar lightRadius, uint32_t flags, SkRect* bounds);
89 
90     /**
91      * Helper routine to compute color values for one-pass tonal alpha.
92      *
93      * @param inAmbientColor  Original ambient color
94      * @param inSpotColor  Original spot color
95      * @param outAmbientColor  Modified ambient color
96      * @param outSpotColor  Modified spot color
97      */
98     static void ComputeTonalColors(SkColor inAmbientColor, SkColor inSpotColor,
99                                    SkColor* outAmbientColor, SkColor* outSpotColor);
100 };
101 
102 #endif
103