1 /*
2  * Copyright 2017 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "gm.h"
9 #include "SkCanvas.h"
10 #include "SkPath.h"
11 #include "SkResourceCache.h"
12 #include "SkShadowUtils.h"
13 
draw_shadow(SkCanvas * canvas,const SkPath & path,int height,SkColor color,SkPoint3 lightPos,SkScalar lightR,bool isAmbient,uint32_t flags,SkResourceCache * cache)14 void draw_shadow(SkCanvas* canvas, const SkPath& path, int height, SkColor color, SkPoint3 lightPos,
15                  SkScalar lightR, bool isAmbient, uint32_t flags, SkResourceCache* cache) {
16     SkScalar ambientAlpha = isAmbient ? .5f : 0.f;
17     SkScalar spotAlpha = isAmbient ? 0.f : .5f;
18     SkShadowUtils::DrawShadow(canvas, path, height, lightPos, lightR, ambientAlpha, spotAlpha,
19                               color, flags, cache);
20 }
21 
22 static constexpr int kW = 800;
23 static constexpr int kH = 800;
24 
DEF_SIMPLE_GM(shadow_utils,canvas,kW,kH)25 DEF_SIMPLE_GM(shadow_utils, canvas, kW, kH) {
26     // SkShadowUtils uses a cache of SkVertices meshes. The vertices are created in a local
27     // coordinate system and then translated when reused. The coordinate system depends on
28     // parameters to the generating draw. If other threads are hitting the cache while this GM is
29     // running then we may have different cache behavior leading to slight rendering differences.
30     // To avoid that we use our own isolated cache rather than the global cache.
31     SkResourceCache cache(1 << 20);
32 
33     SkTArray<SkPath> paths;
34     paths.push_back().addRoundRect(SkRect::MakeWH(50, 50), 10, 10);
35     SkRRect oddRRect;
36     oddRRect.setNinePatch(SkRect::MakeWH(50, 50), 9, 13, 6, 16);
37     paths.push_back().addRRect(oddRRect);
38     paths.push_back().addRect(SkRect::MakeWH(50, 50));
39     paths.push_back().addCircle(25, 25, 25);
40     paths.push_back().cubicTo(100, 50, 20, 100, 0, 0);
41     paths.push_back().addOval(SkRect::MakeWH(20, 60));
42 
43     static constexpr SkScalar kPad = 15.f;
44     static constexpr SkPoint3 kLightPos = {250, 400, 500};
45     static constexpr SkScalar kLightR = 100.f;
46     static constexpr SkScalar kHeight = 50.f;
47     canvas->translate(3 * kPad, 3 * kPad);
48     canvas->save();
49     SkScalar x = 0;
50     SkScalar dy = 0;
51     SkTDArray<SkMatrix> matrices;
52     matrices.push()->reset();
53     SkMatrix* m = matrices.push();
54     m->setRotate(33.f, 25.f, 25.f);
55     m->postScale(1.2f, 0.8f, 25.f, 25.f);
56     for (auto& m : matrices) {
57         for (auto flags : {kNone_ShadowFlag, kTransparentOccluder_ShadowFlag}) {
58             for (const auto& path : paths) {
59                 SkRect postMBounds = path.getBounds();
60                 m.mapRect(&postMBounds);
61                 SkScalar w = postMBounds.width() + kHeight;
62                 SkScalar dx = w + kPad;
63                 if (x + dx > kW - 3 * kPad) {
64                     canvas->restore();
65                     canvas->translate(0, dy);
66                     canvas->save();
67                     x = 0;
68                     dy = 0;
69                 }
70 
71                 canvas->save();
72                 canvas->concat(m);
73                 draw_shadow(canvas, path, kHeight, SK_ColorRED, kLightPos, kLightR, true, flags,
74                             &cache);
75                 draw_shadow(canvas, path, kHeight, SK_ColorBLUE, kLightPos, kLightR, false, flags,
76                             &cache);
77 
78                 // Draw the path outline in green on top of the ambient and spot shadows.
79                 SkPaint paint;
80                 paint.setColor(SK_ColorGREEN);
81                 paint.setAntiAlias(true);
82                 paint.setStyle(SkPaint::kStroke_Style);
83                 paint.setStrokeWidth(0);
84                 canvas->drawPath(path, paint);
85                 canvas->restore();
86 
87                 canvas->translate(dx, 0);
88                 x += dx;
89                 dy = SkTMax(dy, postMBounds.height() + kPad + kHeight);
90             }
91         }
92     }
93     // Show where the light is in x,y as a circle (specified in device space).
94     SkMatrix invCanvasM = canvas->getTotalMatrix();
95     if (invCanvasM.invert(&invCanvasM)) {
96         canvas->save();
97         canvas->concat(invCanvasM);
98         SkPaint paint;
99         paint.setColor(SK_ColorBLACK);
100         paint.setAntiAlias(true);
101         canvas->drawCircle(kLightPos.fX, kLightPos.fY, kLightR / 10.f, paint);
102         canvas->restore();
103     }
104 }
105