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      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 "SkColor.h"
     12 #include "SkScalar.h"
     13 #include "../private/SkShadowFlags.h"
     14 #include <functional>
     15 
     16 class SkCanvas;
     17 class SkPath;
     18 class SkResourceCache;
     19 
     20 class SkShadowUtils {
     21 public:
     22     /**
     23      * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
     24      * light. The shadow may be cached, depending on the path type and canvas matrix. If the
     25      * matrix is perspective or the path is volatile, it will not be cached.
     26      *
     27      * @param canvas  The canvas on which to draw the shadows.
     28      * @param path  The occluder used to generate the shadows.
     29      * @param zPlaneParams  Values for the plane function which returns the Z offset of the
     30      *  occluder from the canvas based on local x and y values (the current matrix is not applied).
     31      * @param lightPos  The 3D position of the light relative to the canvas plane. This is
     32      *  independent of the canvas's current matrix.
     33      * @param lightRadius  The radius of the disc light.
     34      * @param ambientAlpha  The maximum alpha of the ambient shadow.
     35      * @param spotAlpha  The maxium alpha of the spot shadow.
     36      * @param color  The shadow color.
     37      * @param flags  Options controlling opaque occluder optimizations and shadow appearance. See
     38      *               SkShadowFlags.
     39      */
     40     static void DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams,
     41                            const SkPoint3& lightPos, SkScalar lightRadius, SkScalar ambientAlpha,
     42                            SkScalar spotAlpha, SkColor color,
     43                            uint32_t flags = SkShadowFlags::kNone_ShadowFlag);
     44 
     45     /**
     46     * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
     47     * light.
     48     *
     49     * Deprecated version with height value (to be removed when Flutter is updated).
     50     *
     51     * @param canvas  The canvas on which to draw the shadows.
     52     * @param path  The occluder used to generate the shadows.
     53     * @param occluderHeight  The vertical offset of the occluder from the canvas. This is
     54     *  independent of the canvas's current matrix.
     55     * @param lightPos  The 3D position of the light relative to the canvas plane. This is
     56     *  independent of the canvas's current matrix.
     57     * @param lightRadius  The radius of the disc light.
     58     * @param ambientAlpha  The maximum alpha of the ambient shadow.
     59     * @param spotAlpha  The maxium alpha of the spot shadow.
     60     * @param color  The shadow color.
     61     * @param flags  Options controlling opaque occluder optimizations and shadow appearance. See
     62     *               SkShadowFlags.
     63     */
     64     static void DrawShadow(SkCanvas* canvas, const SkPath& path, SkScalar occluderHeight,
     65                            const SkPoint3& lightPos, SkScalar lightRadius, SkScalar ambientAlpha,
     66                            SkScalar spotAlpha, SkColor color,
     67                            uint32_t flags = SkShadowFlags::kNone_ShadowFlag) {
     68         SkPoint3 zPlane = SkPoint3::Make(0, 0, occluderHeight);
     69         DrawShadow(canvas, path, zPlane, lightPos, lightRadius, ambientAlpha, spotAlpha,
     70                    color, flags);
     71     }
     72 
     73     /**
     74      * Helper routine to compute scale alpha values for one-pass tonal alpha.
     75      *
     76      * The final color we want to emulate is generated by rendering a color shadow (C_rgb) using an
     77      * alpha computed from the color's luminance (C_a), and then a black shadow with alpha (S_a)
     78      * which is an adjusted value of 'a'.  Assuming SrcOver, a background color of B_rgb, and
     79      * ignoring edge falloff, this becomes
     80      *
     81      *     (C_a - S_a*C_a)*C_rgb + (1 - (S_a + C_a - S_a*C_a))*B_rgb
     82      *
     83      * Since we use premultiplied alpha, this means we can scale the color by (C_a - S_a*C_a) and
     84      * set the alpha to (S_a + C_a - S_a*C_a).
     85      *
     86      * @param r  Red value of color
     87      * @param g  Red value of color
     88      * @param b  Red value of color
     89      * @param a  Red value of color
     90      * @param colorScale  Factor to scale color values by
     91      * @param tonalAlpha  Value to set alpha to
     92      */
     93     static inline void ComputeTonalColorParams(SkScalar r, SkScalar g, SkScalar b, SkScalar a,
     94                                                SkScalar* colorScale, SkScalar* tonalAlpha) {
     95         SkScalar max = SkTMax(SkTMax(r, g), b);
     96         SkScalar min = SkTMin(SkTMin(r, g), b);
     97         SkScalar luminance = 0.5f*(max + min);
     98 
     99         // We get best results with a luminance between 0.3 and 0.5, with smoothstep applied
    100         SkScalar adjustedLuminance = (0.6f - 0.4f*luminance)*luminance*luminance + 0.3f;
    101         // Similarly, we need to tone down the given greyscale alpha depending on how
    102         // much color we're applying.
    103         a -= (0.5f*adjustedLuminance - 0.15f);
    104 
    105         *colorScale = adjustedLuminance*(SK_Scalar1 - a);
    106         *tonalAlpha = *colorScale + a;
    107     }
    108 };
    109 
    110 #endif
    111