xref: /aosp_15_r20/external/skia/include/utils/SkShadowUtils.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker 
2*c8dee2aaSAndroid Build Coastguard Worker /*
3*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2017 Google Inc.
4*c8dee2aaSAndroid Build Coastguard Worker  *
5*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
6*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
7*c8dee2aaSAndroid Build Coastguard Worker  */
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef SkShadowUtils_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define SkShadowUtils_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkScalar.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
14*c8dee2aaSAndroid Build Coastguard Worker 
15*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker class SkCanvas;
18*c8dee2aaSAndroid Build Coastguard Worker class SkMatrix;
19*c8dee2aaSAndroid Build Coastguard Worker class SkPath;
20*c8dee2aaSAndroid Build Coastguard Worker struct SkPoint3;
21*c8dee2aaSAndroid Build Coastguard Worker struct SkRect;
22*c8dee2aaSAndroid Build Coastguard Worker 
23*c8dee2aaSAndroid Build Coastguard Worker enum SkShadowFlags {
24*c8dee2aaSAndroid Build Coastguard Worker     kNone_ShadowFlag = 0x00,
25*c8dee2aaSAndroid Build Coastguard Worker     /** The occluding object is not opaque. Knowing that the occluder is opaque allows
26*c8dee2aaSAndroid Build Coastguard Worker     * us to cull shadow geometry behind it and improve performance. */
27*c8dee2aaSAndroid Build Coastguard Worker     kTransparentOccluder_ShadowFlag = 0x01,
28*c8dee2aaSAndroid Build Coastguard Worker     /** Don't try to use analytic shadows. */
29*c8dee2aaSAndroid Build Coastguard Worker     kGeometricOnly_ShadowFlag = 0x02,
30*c8dee2aaSAndroid Build Coastguard Worker     /** Light position represents a direction, light radius is blur radius at elevation 1 */
31*c8dee2aaSAndroid Build Coastguard Worker     kDirectionalLight_ShadowFlag = 0x04,
32*c8dee2aaSAndroid Build Coastguard Worker     /** Concave paths will only use blur to generate the shadow */
33*c8dee2aaSAndroid Build Coastguard Worker     kConcaveBlurOnly_ShadowFlag = 0x08,
34*c8dee2aaSAndroid Build Coastguard Worker     /** mask for all shadow flags */
35*c8dee2aaSAndroid Build Coastguard Worker     kAll_ShadowFlag = 0x0F
36*c8dee2aaSAndroid Build Coastguard Worker };
37*c8dee2aaSAndroid Build Coastguard Worker 
38*c8dee2aaSAndroid Build Coastguard Worker class SK_API SkShadowUtils {
39*c8dee2aaSAndroid Build Coastguard Worker public:
40*c8dee2aaSAndroid Build Coastguard Worker     /**
41*c8dee2aaSAndroid Build Coastguard Worker      * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
42*c8dee2aaSAndroid Build Coastguard Worker      * light. The shadow may be cached, depending on the path type and canvas matrix. If the
43*c8dee2aaSAndroid Build Coastguard Worker      * matrix is perspective or the path is volatile, it will not be cached.
44*c8dee2aaSAndroid Build Coastguard Worker      *
45*c8dee2aaSAndroid Build Coastguard Worker      * @param canvas  The canvas on which to draw the shadows.
46*c8dee2aaSAndroid Build Coastguard Worker      * @param path  The occluder used to generate the shadows.
47*c8dee2aaSAndroid Build Coastguard Worker      * @param zPlaneParams  Values for the plane function which returns the Z offset of the
48*c8dee2aaSAndroid Build Coastguard Worker      *  occluder from the canvas based on local x and y values (the current matrix is not applied).
49*c8dee2aaSAndroid Build Coastguard Worker      * @param lightPos  Generally, the 3D position of the light relative to the canvas plane.
50*c8dee2aaSAndroid Build Coastguard Worker      *                  If kDirectionalLight_ShadowFlag is set, this specifies a vector pointing
51*c8dee2aaSAndroid Build Coastguard Worker      *                  towards the light.
52*c8dee2aaSAndroid Build Coastguard Worker      * @param lightRadius  Generally, the radius of the disc light.
53*c8dee2aaSAndroid Build Coastguard Worker      *                     If DirectionalLight_ShadowFlag is set, this specifies the amount of
54*c8dee2aaSAndroid Build Coastguard Worker      *                     blur when the occluder is at Z offset == 1. The blur will grow linearly
55*c8dee2aaSAndroid Build Coastguard Worker      *                     as the Z value increases.
56*c8dee2aaSAndroid Build Coastguard Worker      * @param ambientColor  The color of the ambient shadow.
57*c8dee2aaSAndroid Build Coastguard Worker      * @param spotColor  The color of the spot shadow.
58*c8dee2aaSAndroid Build Coastguard Worker      * @param flags  Options controlling opaque occluder optimizations, shadow appearance,
59*c8dee2aaSAndroid Build Coastguard Worker      *               and light position. See SkShadowFlags.
60*c8dee2aaSAndroid Build Coastguard Worker      */
61*c8dee2aaSAndroid Build Coastguard Worker     static void DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams,
62*c8dee2aaSAndroid Build Coastguard Worker                            const SkPoint3& lightPos, SkScalar lightRadius,
63*c8dee2aaSAndroid Build Coastguard Worker                            SkColor ambientColor, SkColor spotColor,
64*c8dee2aaSAndroid Build Coastguard Worker                            uint32_t flags = SkShadowFlags::kNone_ShadowFlag);
65*c8dee2aaSAndroid Build Coastguard Worker 
66*c8dee2aaSAndroid Build Coastguard Worker     /**
67*c8dee2aaSAndroid Build Coastguard Worker      * Generate bounding box for shadows relative to path. Includes both the ambient and spot
68*c8dee2aaSAndroid Build Coastguard Worker      * shadow bounds.
69*c8dee2aaSAndroid Build Coastguard Worker      *
70*c8dee2aaSAndroid Build Coastguard Worker      * @param ctm  Current transformation matrix to device space.
71*c8dee2aaSAndroid Build Coastguard Worker      * @param path  The occluder used to generate the shadows.
72*c8dee2aaSAndroid Build Coastguard Worker      * @param zPlaneParams  Values for the plane function which returns the Z offset of the
73*c8dee2aaSAndroid Build Coastguard Worker      *  occluder from the canvas based on local x and y values (the current matrix is not applied).
74*c8dee2aaSAndroid Build Coastguard Worker      * @param lightPos  Generally, the 3D position of the light relative to the canvas plane.
75*c8dee2aaSAndroid Build Coastguard Worker      *                  If kDirectionalLight_ShadowFlag is set, this specifies a vector pointing
76*c8dee2aaSAndroid Build Coastguard Worker      *                  towards the light.
77*c8dee2aaSAndroid Build Coastguard Worker      * @param lightRadius  Generally, the radius of the disc light.
78*c8dee2aaSAndroid Build Coastguard Worker      *                     If DirectionalLight_ShadowFlag is set, this specifies the amount of
79*c8dee2aaSAndroid Build Coastguard Worker      *                     blur when the occluder is at Z offset == 1. The blur will grow linearly
80*c8dee2aaSAndroid Build Coastguard Worker      *                     as the Z value increases.
81*c8dee2aaSAndroid Build Coastguard Worker      * @param flags  Options controlling opaque occluder optimizations, shadow appearance,
82*c8dee2aaSAndroid Build Coastguard Worker      *               and light position. See SkShadowFlags.
83*c8dee2aaSAndroid Build Coastguard Worker      * @param bounds Return value for shadow bounding box.
84*c8dee2aaSAndroid Build Coastguard Worker      * @return Returns true if successful, false otherwise.
85*c8dee2aaSAndroid Build Coastguard Worker      */
86*c8dee2aaSAndroid Build Coastguard Worker     static bool GetLocalBounds(const SkMatrix& ctm, const SkPath& path,
87*c8dee2aaSAndroid Build Coastguard Worker                                const SkPoint3& zPlaneParams, const SkPoint3& lightPos,
88*c8dee2aaSAndroid Build Coastguard Worker                                SkScalar lightRadius, uint32_t flags, SkRect* bounds);
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker     /**
91*c8dee2aaSAndroid Build Coastguard Worker      * Helper routine to compute color values for one-pass tonal alpha.
92*c8dee2aaSAndroid Build Coastguard Worker      *
93*c8dee2aaSAndroid Build Coastguard Worker      * @param inAmbientColor  Original ambient color
94*c8dee2aaSAndroid Build Coastguard Worker      * @param inSpotColor  Original spot color
95*c8dee2aaSAndroid Build Coastguard Worker      * @param outAmbientColor  Modified ambient color
96*c8dee2aaSAndroid Build Coastguard Worker      * @param outSpotColor  Modified spot color
97*c8dee2aaSAndroid Build Coastguard Worker      */
98*c8dee2aaSAndroid Build Coastguard Worker     static void ComputeTonalColors(SkColor inAmbientColor, SkColor inSpotColor,
99*c8dee2aaSAndroid Build Coastguard Worker                                    SkColor* outAmbientColor, SkColor* outSpotColor);
100*c8dee2aaSAndroid Build Coastguard Worker };
101*c8dee2aaSAndroid Build Coastguard Worker 
102*c8dee2aaSAndroid Build Coastguard Worker #endif
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