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+
+/*
+ * Copyright 2017 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+#ifndef SkShadowUtils_DEFINED
+#define SkShadowUtils_DEFINED
+
+#include "include/core/SkColor.h"
+#include "include/core/SkScalar.h"
+#include "include/core/SkTypes.h"
+#include "include/private/SkShadowFlags.h"
+
+#include <cstdint>
+
+class SkCanvas;
+class SkMatrix;
+class SkPath;
+struct SkPoint3;
+struct SkRect;
+
+class SK_API SkShadowUtils {
+public:
+ /**
+ * Draw an offset spot shadow and outlining ambient shadow for the given path using a disc
+ * light. The shadow may be cached, depending on the path type and canvas matrix. If the
+ * matrix is perspective or the path is volatile, it will not be cached.
+ *
+ * @param canvas The canvas on which to draw the shadows.
+ * @param path The occluder used to generate the shadows.
+ * @param zPlaneParams Values for the plane function which returns the Z offset of the
+ * occluder from the canvas based on local x and y values (the current matrix is not applied).
+ * @param lightPos Generally, the 3D position of the light relative to the canvas plane.
+ * If kDirectionalLight_ShadowFlag is set, this specifies a vector pointing
+ * towards the light.
+ * @param lightRadius Generally, the radius of the disc light.
+ * If DirectionalLight_ShadowFlag is set, this specifies the amount of
+ * blur when the occluder is at Z offset == 1. The blur will grow linearly
+ * as the Z value increases.
+ * @param ambientColor The color of the ambient shadow.
+ * @param spotColor The color of the spot shadow.
+ * @param flags Options controlling opaque occluder optimizations, shadow appearance,
+ * and light position. See SkShadowFlags.
+ */
+ static void DrawShadow(SkCanvas* canvas, const SkPath& path, const SkPoint3& zPlaneParams,
+ const SkPoint3& lightPos, SkScalar lightRadius,
+ SkColor ambientColor, SkColor spotColor,
+ uint32_t flags = SkShadowFlags::kNone_ShadowFlag);
+
+ /**
+ * Generate bounding box for shadows relative to path. Includes both the ambient and spot
+ * shadow bounds.
+ *
+ * @param ctm Current transformation matrix to device space.
+ * @param path The occluder used to generate the shadows.
+ * @param zPlaneParams Values for the plane function which returns the Z offset of the
+ * occluder from the canvas based on local x and y values (the current matrix is not applied).
+ * @param lightPos Generally, the 3D position of the light relative to the canvas plane.
+ * If kDirectionalLight_ShadowFlag is set, this specifies a vector pointing
+ * towards the light.
+ * @param lightRadius Generally, the radius of the disc light.
+ * If DirectionalLight_ShadowFlag is set, this specifies the amount of
+ * blur when the occluder is at Z offset == 1. The blur will grow linearly
+ * as the Z value increases.
+ * @param flags Options controlling opaque occluder optimizations, shadow appearance,
+ * and light position. See SkShadowFlags.
+ * @param bounds Return value for shadow bounding box.
+ * @return Returns true if successful, false otherwise.
+ */
+ static bool GetLocalBounds(const SkMatrix& ctm, const SkPath& path,
+ const SkPoint3& zPlaneParams, const SkPoint3& lightPos,
+ SkScalar lightRadius, uint32_t flags, SkRect* bounds);
+
+ /**
+ * Helper routine to compute color values for one-pass tonal alpha.
+ *
+ * @param inAmbientColor Original ambient color
+ * @param inSpotColor Original spot color
+ * @param outAmbientColor Modified ambient color
+ * @param outSpotColor Modified spot color
+ */
+ static void ComputeTonalColors(SkColor inAmbientColor, SkColor inSpotColor,
+ SkColor* outAmbientColor, SkColor* outSpotColor);
+};
+
+#endif