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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.
*/
#include "SkShadowTessellator.h"
#include "SkColorPriv.h"
#include "SkGeometry.h"
#include "SkInsetConvexPolygon.h"
#include "SkPath.h"
#include "SkVertices.h"
#if SK_SUPPORT_GPU
#include "GrPathUtils.h"
#endif
/**
* Base class
*/
class SkBaseShadowTessellator {
public:
SkBaseShadowTessellator(SkShadowTessellator::HeightFunc, bool transparent);
virtual ~SkBaseShadowTessellator() {}
sk_sp<SkVertices> releaseVertices() {
if (!fSucceeded) {
return nullptr;
}
return SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, this->vertexCount(),
fPositions.begin(), nullptr, fColors.begin(),
this->indexCount(), fIndices.begin());
}
protected:
int vertexCount() const { return fPositions.count(); }
int indexCount() const { return fIndices.count(); }
virtual void handleLine(const SkPoint& p) = 0;
void handleLine(const SkMatrix& m, SkPoint* p);
void handleQuad(const SkPoint pts[3]);
void handleQuad(const SkMatrix& m, SkPoint pts[3]);
void handleCubic(const SkMatrix& m, SkPoint pts[4]);
void handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w);
void addArc(const SkVector& nextNormal);
void finishArcAndAddEdge(const SkVector& nextPoint, const SkVector& nextNormal);
virtual void addEdge(const SkVector& nextPoint, const SkVector& nextNormal) = 0;
SkShadowTessellator::HeightFunc fHeightFunc;
// first three points
SkTDArray<SkPoint> fInitPoints;
// temporary buffer
SkTDArray<SkPoint> fPointBuffer;
SkTDArray<SkPoint> fPositions;
SkTDArray<SkColor> fColors;
SkTDArray<uint16_t> fIndices;
int fFirstVertex;
SkVector fFirstNormal;
SkPoint fFirstPoint;
bool fSucceeded;
bool fTransparent;
SkColor fUmbraColor;
SkColor fPenumbraColor;
SkScalar fRadius;
SkScalar fDirection;
int fPrevUmbraIndex;
SkVector fPrevNormal;
SkPoint fPrevPoint;
};
static bool compute_normal(const SkPoint& p0, const SkPoint& p1, SkScalar radius, SkScalar dir,
SkVector* newNormal) {
SkVector normal;
// compute perpendicular
normal.fX = p0.fY - p1.fY;
normal.fY = p1.fX - p0.fX;
if (!normal.normalize()) {
return false;
}
normal *= radius*dir;
*newNormal = normal;
return true;
}
static void compute_radial_steps(const SkVector& v1, const SkVector& v2, SkScalar r,
SkScalar* rotSin, SkScalar* rotCos, int* n) {
const SkScalar kRecipPixelsPerArcSegment = 0.25f;
SkScalar rCos = v1.dot(v2);
SkScalar rSin = v1.cross(v2);
SkScalar theta = SkScalarATan2(rSin, rCos);
SkScalar steps = r*theta*kRecipPixelsPerArcSegment;
SkScalar dTheta = theta / steps;
*rotSin = SkScalarSinCos(dTheta, rotCos);
*n = SkScalarFloorToInt(steps);
}
SkBaseShadowTessellator::SkBaseShadowTessellator(SkShadowTessellator::HeightFunc heightFunc,
bool transparent)
: fHeightFunc(heightFunc)
, fFirstVertex(-1)
, fSucceeded(false)
, fTransparent(transparent)
, fDirection(1)
, fPrevUmbraIndex(-1) {
fInitPoints.setReserve(3);
// child classes will set reserve for positions, colors and indices
}
// tesselation tolerance values, in device space pixels
#if SK_SUPPORT_GPU
static const SkScalar kQuadTolerance = 0.2f;
static const SkScalar kCubicTolerance = 0.2f;
#endif
static const SkScalar kConicTolerance = 0.5f;
void SkBaseShadowTessellator::handleLine(const SkMatrix& m, SkPoint* p) {
m.mapPoints(p, 1);
this->handleLine(*p);
}
void SkBaseShadowTessellator::handleQuad(const SkPoint pts[3]) {
#if SK_SUPPORT_GPU
// TODO: Pull PathUtils out of Ganesh?
int maxCount = GrPathUtils::quadraticPointCount(pts, kQuadTolerance);
fPointBuffer.setReserve(maxCount);
SkPoint* target = fPointBuffer.begin();
int count = GrPathUtils::generateQuadraticPoints(pts[0], pts[1], pts[2],
kQuadTolerance, &target, maxCount);
fPointBuffer.setCount(count);
for (int i = 0; i < count; i++) {
this->handleLine(fPointBuffer[i]);
}
#else
// for now, just to draw something
this->handleLine(pts[1]);
this->handleLine(pts[2]);
#endif
}
void SkBaseShadowTessellator::handleQuad(const SkMatrix& m, SkPoint pts[3]) {
m.mapPoints(pts, 3);
this->handleQuad(pts);
}
void SkBaseShadowTessellator::handleCubic(const SkMatrix& m, SkPoint pts[4]) {
m.mapPoints(pts, 4);
#if SK_SUPPORT_GPU
// TODO: Pull PathUtils out of Ganesh?
int maxCount = GrPathUtils::cubicPointCount(pts, kCubicTolerance);
fPointBuffer.setReserve(maxCount);
SkPoint* target = fPointBuffer.begin();
int count = GrPathUtils::generateCubicPoints(pts[0], pts[1], pts[2], pts[3],
kCubicTolerance, &target, maxCount);
fPointBuffer.setCount(count);
for (int i = 0; i < count; i++) {
this->handleLine(fPointBuffer[i]);
}
#else
// for now, just to draw something
this->handleLine(pts[1]);
this->handleLine(pts[2]);
this->handleLine(pts[3]);
#endif
}
void SkBaseShadowTessellator::handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w) {
m.mapPoints(pts, 3);
SkAutoConicToQuads quadder;
const SkPoint* quads = quadder.computeQuads(pts, w, kConicTolerance);
SkPoint lastPoint = *(quads++);
int count = quadder.countQuads();
for (int i = 0; i < count; ++i) {
SkPoint quadPts[3];
quadPts[0] = lastPoint;
quadPts[1] = quads[0];
quadPts[2] = i == count - 1 ? pts[2] : quads[1];
this->handleQuad(quadPts);
lastPoint = quadPts[2];
quads += 2;
}
}
void SkBaseShadowTessellator::addArc(const SkVector& nextNormal) {
// fill in fan from previous quad
SkScalar rotSin, rotCos;
int numSteps;
compute_radial_steps(fPrevNormal, nextNormal, fRadius, &rotSin, &rotCos, &numSteps);
SkVector prevNormal = fPrevNormal;
for (int i = 0; i < numSteps; ++i) {
SkVector nextNormal;
nextNormal.fX = prevNormal.fX*rotCos - prevNormal.fY*rotSin;
nextNormal.fY = prevNormal.fY*rotCos + prevNormal.fX*rotSin;
*fPositions.push() = fPrevPoint + nextNormal;
*fColors.push() = fPenumbraColor;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fPositions.count() - 2;
*fIndices.push() = fPositions.count() - 1;
prevNormal = nextNormal;
}
}
void SkBaseShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint,
const SkVector& nextNormal) {
// close out previous arc
*fPositions.push() = fPrevPoint + nextNormal;
*fColors.push() = fPenumbraColor;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fPositions.count() - 2;
*fIndices.push() = fPositions.count() - 1;
this->addEdge(nextPoint, nextNormal);
}
//////////////////////////////////////////////////////////////////////////////////////////////////
class SkAmbientShadowTessellator : public SkBaseShadowTessellator {
public:
SkAmbientShadowTessellator(const SkPath& path, const SkMatrix& ctm,
SkShadowTessellator::HeightFunc heightFunc,
SkScalar ambientAlpha, bool transparent);
private:
void handleLine(const SkPoint& p) override;
void addEdge(const SkVector& nextPoint, const SkVector& nextNormal) override;
int fCentroidCount;
typedef SkBaseShadowTessellator INHERITED;
};
static const float kHeightFactor = 1.0f / 128.0f;
static const float kGeomFactor = 64.0f;
SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkPath& path,
const SkMatrix& ctm,
SkShadowTessellator::HeightFunc heightFunc,
SkScalar ambientAlpha,
bool transparent)
: INHERITED(heightFunc, transparent) {
// Set radius and colors
// TODO: vary colors and radius based on heightFunc
SkScalar occluderHeight = heightFunc(0, 0);
fRadius = occluderHeight * kHeightFactor * kGeomFactor;
SkScalar umbraAlpha = SkScalarInvert((1.0f + SkTMax(occluderHeight*kHeightFactor, 0.0f)));
// umbraColor is the interior value, penumbraColor the exterior value.
// umbraAlpha is the factor that is linearly interpolated from outside to inside, and
// then "blurred" by the GrBlurredEdgeFP. It is then multiplied by fAmbientAlpha to get
// the final alpha.
fUmbraColor = SkColorSetARGB(255, 0, ambientAlpha * 255.9999f, umbraAlpha * 255.9999f);
fPenumbraColor = SkColorSetARGB(255, 0, ambientAlpha * 255.9999f, 0);
// Outer ring: 3*numPts
// Middle ring: numPts
fPositions.setReserve(4 * path.countPoints());
fColors.setReserve(4 * path.countPoints());
// Outer ring: 12*numPts
// Middle ring: 0
fIndices.setReserve(12 * path.countPoints());
// walk around the path, tessellate and generate outer ring
// if original path is transparent, will accumulate sum of points for centroid
SkPath::Iter iter(path, true);
SkPoint pts[4];
SkPath::Verb verb;
if (fTransparent) {
*fPositions.push() = SkPoint::Make(0, 0);
*fColors.push() = fUmbraColor;
fCentroidCount = 0;
}
while ((verb = iter.next(pts)) != SkPath::kDone_Verb) {
switch (verb) {
case SkPath::kLine_Verb:
this->INHERITED::handleLine(ctm, &pts[1]);
break;
case SkPath::kQuad_Verb:
this->handleQuad(ctm, pts);
break;
case SkPath::kCubic_Verb:
this->handleCubic(ctm, pts);
break;
case SkPath::kConic_Verb:
this->handleConic(ctm, pts, iter.conicWeight());
break;
case SkPath::kMove_Verb:
case SkPath::kClose_Verb:
case SkPath::kDone_Verb:
break;
}
}
if (!this->indexCount()) {
return;
}
SkVector normal;
if (compute_normal(fPrevPoint, fFirstPoint, fRadius, fDirection,
&normal)) {
this->addArc(normal);
// close out previous arc
*fPositions.push() = fPrevPoint + normal;
*fColors.push() = fPenumbraColor;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fPositions.count() - 2;
*fIndices.push() = fPositions.count() - 1;
// add final edge
*fPositions.push() = fFirstPoint + normal;
*fColors.push() = fPenumbraColor;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fPositions.count() - 2;
*fIndices.push() = fFirstVertex;
*fIndices.push() = fPositions.count() - 2;
*fIndices.push() = fPositions.count() - 1;
*fIndices.push() = fFirstVertex;
}
// finalize centroid
if (fTransparent) {
fPositions[0] *= SkScalarFastInvert(fCentroidCount);
*fIndices.push() = 0;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fFirstVertex;
}
// final fan
if (fPositions.count() >= 3) {
fPrevUmbraIndex = fFirstVertex;
fPrevNormal = normal;
fPrevPoint = fFirstPoint;
this->addArc(fFirstNormal);
*fIndices.push() = fFirstVertex;
*fIndices.push() = fPositions.count() - 1;
*fIndices.push() = fFirstVertex + 1;
}
fSucceeded = true;
}
void SkAmbientShadowTessellator::handleLine(const SkPoint& p) {
if (fInitPoints.count() < 2) {
*fInitPoints.push() = p;
return;
}
if (fInitPoints.count() == 2) {
// determine if cw or ccw
SkVector v0 = fInitPoints[1] - fInitPoints[0];
SkVector v1 = p - fInitPoints[0];
SkScalar perpDot = v0.fX*v1.fY - v0.fY*v1.fX;
if (SkScalarNearlyZero(perpDot)) {
// nearly parallel, just treat as straight line and continue
fInitPoints[1] = p;
return;
}
// if perpDot > 0, winding is ccw
fDirection = (perpDot > 0) ? -1 : 1;
// add first quad
if (!compute_normal(fInitPoints[0], fInitPoints[1], fRadius, fDirection,
&fFirstNormal)) {
// first two points are incident, make the third point the second and continue
fInitPoints[1] = p;
return;
}
fFirstPoint = fInitPoints[0];
fFirstVertex = fPositions.count();
fPrevNormal = fFirstNormal;
fPrevPoint = fFirstPoint;
fPrevUmbraIndex = fFirstVertex;
*fPositions.push() = fInitPoints[0];
*fColors.push() = fUmbraColor;
*fPositions.push() = fInitPoints[0] + fFirstNormal;
*fColors.push() = fPenumbraColor;
if (fTransparent) {
fPositions[0] += fInitPoints[0];
fCentroidCount = 1;
}
this->addEdge(fInitPoints[1], fFirstNormal);
// to ensure we skip this block next time
*fInitPoints.push() = p;
}
SkVector normal;
if (compute_normal(fPositions[fPrevUmbraIndex], p, fRadius, fDirection, &normal)) {
this->addArc(normal);
this->finishArcAndAddEdge(p, normal);
}
}
void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal) {
// add next quad
*fPositions.push() = nextPoint;
*fColors.push() = fUmbraColor;
*fPositions.push() = nextPoint + nextNormal;
*fColors.push() = fPenumbraColor;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fPositions.count() - 3;
*fIndices.push() = fPositions.count() - 2;
*fIndices.push() = fPositions.count() - 3;
*fIndices.push() = fPositions.count() - 1;
*fIndices.push() = fPositions.count() - 2;
// if transparent, add point to first one in array and add to center fan
if (fTransparent) {
fPositions[0] += nextPoint;
++fCentroidCount;
*fIndices.push() = 0;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fPositions.count() - 2;
}
fPrevUmbraIndex = fPositions.count() - 2;
fPrevNormal = nextNormal;
fPrevPoint = nextPoint;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
class SkSpotShadowTessellator : public SkBaseShadowTessellator {
public:
SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm,
SkShadowTessellator::HeightFunc heightFunc,
const SkPoint3& lightPos, SkScalar lightRadius,
SkScalar spotAlpha, bool transparent);
private:
void computeClipAndPathPolygons(const SkPath& path, const SkMatrix& ctm,
SkScalar scale, const SkVector& xlate);
void computeClipVectorsAndTestCentroid();
bool clipUmbraPoint(const SkPoint& umbraPoint, const SkPoint& centroid, SkPoint* clipPoint);
int getClosestUmbraPoint(const SkPoint& point);
void handleLine(const SkPoint& p) override;
void handlePolyPoint(const SkPoint& p);
void mapPoints(SkScalar scale, const SkVector& xlate, SkPoint* pts, int count);
bool addInnerPoint(const SkPoint& pathPoint);
void addEdge(const SkVector& nextPoint, const SkVector& nextNormal) override;
SkTDArray<SkPoint> fClipPolygon;
SkTDArray<SkVector> fClipVectors;
SkPoint fCentroid;
SkScalar fArea;
SkTDArray<SkPoint> fPathPolygon;
SkTDArray<SkPoint> fUmbraPolygon;
int fCurrClipPoint;
int fCurrUmbraPoint;
bool fPrevUmbraOutside;
bool fFirstUmbraOutside;
bool fValidUmbra;
typedef SkBaseShadowTessellator INHERITED;
};
SkSpotShadowTessellator::SkSpotShadowTessellator(const SkPath& path, const SkMatrix& ctm,
SkShadowTessellator::HeightFunc heightFunc,
const SkPoint3& lightPos, SkScalar lightRadius,
SkScalar spotAlpha, bool transparent)
: INHERITED(heightFunc, transparent)
, fCurrClipPoint(0)
, fPrevUmbraOutside(false)
, fFirstUmbraOutside(false)
, fValidUmbra(true) {
// Set radius and colors
// TODO: vary colors and radius based on heightFunc
SkPoint center = SkPoint::Make(path.getBounds().centerX(), path.getBounds().centerY());
SkScalar occluderHeight = heightFunc(center.fX, center.fY);
float zRatio = SkTPin(occluderHeight / (lightPos.fZ - occluderHeight), 0.0f, 0.95f);
SkScalar radius = lightRadius * zRatio;
fRadius = radius;
fUmbraColor = SkColorSetARGB(255, 0, spotAlpha * 255.9999f, 255);
fPenumbraColor = SkColorSetARGB(255, 0, spotAlpha * 255.9999f, 0);
// Compute the scale and translation for the spot shadow.
SkScalar scale = lightPos.fZ / (lightPos.fZ - occluderHeight);
ctm.mapPoints(&center, 1);
SkVector translate = SkVector::Make(zRatio * (center.fX - lightPos.fX),
zRatio * (center.fY - lightPos.fY));
// TODO: calculate these reserves better
// Penumbra ring: 3*numPts
// Umbra ring: numPts
// Inner ring: numPts
fPositions.setReserve(5 * path.countPoints());
fColors.setReserve(5 * path.countPoints());
// Penumbra ring: 12*numPts
// Umbra ring: 3*numPts
fIndices.setReserve(15 * path.countPoints());
fClipPolygon.setReserve(path.countPoints());
// compute rough clip bounds for umbra, plus offset polygon, plus centroid
this->computeClipAndPathPolygons(path, ctm, scale, translate);
if (fClipPolygon.count() < 3 || fPathPolygon.count() < 3) {
return;
}
// check to see if umbra collapses
SkScalar minDistSq = fCentroid.distanceToLineSegmentBetweenSqd(fPathPolygon[0],
fPathPolygon[1]);
for (int i = 1; i < fPathPolygon.count(); ++i) {
int j = i + 1;
if (i == fPathPolygon.count() - 1) {
j = 0;
}
SkPoint currPoint = fPathPolygon[i];
SkPoint nextPoint = fPathPolygon[j];
SkScalar distSq = fCentroid.distanceToLineSegmentBetweenSqd(currPoint, nextPoint);
if (distSq < minDistSq) {
minDistSq = distSq;
}
}
static constexpr auto kTolerance = 1.0e-2f;
if (minDistSq < (radius + kTolerance)*(radius + kTolerance)) {
// if the umbra would collapse, we back off a bit on inner blur and adjust the alpha
SkScalar newRadius = SkScalarSqrt(minDistSq) - kTolerance;
SkScalar ratio = 256 * newRadius / radius;
// they aren't PMColors, but the interpolation algorithm is the same
fUmbraColor = SkPMLerp(fUmbraColor, fPenumbraColor, (unsigned)ratio);
radius = newRadius;
}
// compute vectors for clip tests
this->computeClipVectorsAndTestCentroid();
// generate inner ring
if (!SkInsetConvexPolygon(&fPathPolygon[0], fPathPolygon.count(), radius, &fUmbraPolygon)) {
// this shouldn't happen, but just in case we'll inset using the centroid
fValidUmbra = false;
}
// walk around the path polygon, generate outer ring and connect to inner ring
if (fTransparent) {
*fPositions.push() = fCentroid;
*fColors.push() = fUmbraColor;
}
fCurrUmbraPoint = 0;
for (int i = 0; i < fPathPolygon.count(); ++i) {
this->handlePolyPoint(fPathPolygon[i]);
}
if (!this->indexCount()) {
return;
}
// finish up the final verts
SkVector normal;
if (compute_normal(fPrevPoint, fFirstPoint, fRadius, fDirection, &normal)) {
this->addArc(normal);
// close out previous arc
*fPositions.push() = fPrevPoint + normal;
*fColors.push() = fPenumbraColor;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fPositions.count() - 2;
*fIndices.push() = fPositions.count() - 1;
// add to center fan
if (fTransparent) {
*fIndices.push() = 0;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fFirstVertex;
// or to clip ring
} else {
if (fFirstUmbraOutside) {
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fFirstVertex;
*fIndices.push() = fFirstVertex + 1;
if (fPrevUmbraOutside) {
// fill out quad
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fFirstVertex + 1;
*fIndices.push() = fPrevUmbraIndex + 1;
}
} else if (fPrevUmbraOutside) {
// add tri
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fFirstVertex;
*fIndices.push() = fPrevUmbraIndex + 1;
}
}
// add final edge
*fPositions.push() = fFirstPoint + normal;
*fColors.push() = fPenumbraColor;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = fPositions.count() - 2;
*fIndices.push() = fFirstVertex;
*fIndices.push() = fPositions.count() - 2;
*fIndices.push() = fPositions.count() - 1;
*fIndices.push() = fFirstVertex;
}
// final fan
if (fPositions.count() >= 3) {
fPrevUmbraIndex = fFirstVertex;
fPrevPoint = fFirstPoint;
fPrevNormal = normal;
this->addArc(fFirstNormal);
*fIndices.push() = fFirstVertex;
*fIndices.push() = fPositions.count() - 1;
if (fFirstUmbraOutside) {
*fIndices.push() = fFirstVertex + 2;
} else {
*fIndices.push() = fFirstVertex + 1;
}
}
fSucceeded = true;
}
void SkSpotShadowTessellator::computeClipAndPathPolygons(const SkPath& path, const SkMatrix& ctm,
SkScalar scale, const SkVector& xlate) {
// For the path polygon we are going to apply 'scale' and 'xlate' (in that order) to each
// computed path point. We want the effect to be to scale the points relative to the path
// bounds center and then translate them by the 'xlate' param we were passed.
SkPoint center = SkPoint::Make(path.getBounds().centerX(), path.getBounds().centerY());
ctm.mapPoints(&center, 1);
SkVector translate = center * (1.f - scale) + xlate;
SkMatrix shadowTransform;
shadowTransform.setScaleTranslate(scale, scale, translate.fX, translate.fY);
fPathPolygon.setReserve(path.countPoints());
// Walk around the path and compute clip polygon and path polygon.
// Will also accumulate sum of areas for centroid.
// For Bezier curves, we compute additional interior points on curve.
SkPath::Iter iter(path, true);
SkPoint pts[4];
SkPath::Verb verb;
fClipPolygon.reset();
// init centroid
fCentroid = SkPoint::Make(0, 0);
fArea = 0;
// coefficients to compute cubic Bezier at t = 5/16
static constexpr SkScalar kA = 0.32495117187f;
static constexpr SkScalar kB = 0.44311523437f;
static constexpr SkScalar kC = 0.20141601562f;
static constexpr SkScalar kD = 0.03051757812f;
SkPoint curvePoint;
SkScalar w;
while ((verb = iter.next(pts)) != SkPath::kDone_Verb) {
switch (verb) {
case SkPath::kLine_Verb:
ctm.mapPoints(&pts[1], 1);
*fClipPolygon.push() = pts[1];
this->INHERITED::handleLine(shadowTransform, &pts[1]);
break;
case SkPath::kQuad_Verb:
ctm.mapPoints(pts, 3);
// point at t = 1/2
curvePoint.fX = 0.25f*pts[0].fX + 0.5f*pts[1].fX + 0.25f*pts[2].fX;
curvePoint.fY = 0.25f*pts[0].fY + 0.5f*pts[1].fY + 0.25f*pts[2].fY;
*fClipPolygon.push() = curvePoint;
*fClipPolygon.push() = pts[2];
this->handleQuad(shadowTransform, pts);
break;
case SkPath::kConic_Verb:
ctm.mapPoints(pts, 3);
w = iter.conicWeight();
// point at t = 1/2
curvePoint.fX = 0.25f*pts[0].fX + w*0.5f*pts[1].fX + 0.25f*pts[2].fX;
curvePoint.fY = 0.25f*pts[0].fY + w*0.5f*pts[1].fY + 0.25f*pts[2].fY;
curvePoint *= SkScalarInvert(0.5f + 0.5f*w);
*fClipPolygon.push() = curvePoint;
*fClipPolygon.push() = pts[2];
this->handleConic(shadowTransform, pts, w);
break;
case SkPath::kCubic_Verb:
ctm.mapPoints(pts, 4);
// point at t = 5/16
curvePoint.fX = kA*pts[0].fX + kB*pts[1].fX + kC*pts[2].fX + kD*pts[3].fX;
curvePoint.fY = kA*pts[0].fY + kB*pts[1].fY + kC*pts[2].fY + kD*pts[3].fY;
*fClipPolygon.push() = curvePoint;
// point at t = 11/16
curvePoint.fX = kD*pts[0].fX + kC*pts[1].fX + kB*pts[2].fX + kA*pts[3].fX;
curvePoint.fY = kD*pts[0].fY + kC*pts[1].fY + kB*pts[2].fY + kA*pts[3].fY;
*fClipPolygon.push() = curvePoint;
*fClipPolygon.push() = pts[3];
this->handleCubic(shadowTransform, pts);
break;
case SkPath::kMove_Verb:
case SkPath::kClose_Verb:
case SkPath::kDone_Verb:
break;
default:
SkDEBUGFAIL("unknown verb");
}
}
// finish centroid
if (fPathPolygon.count() > 0) {
SkPoint currPoint = fPathPolygon[fPathPolygon.count() - 1];
SkPoint nextPoint = fPathPolygon[0];
SkScalar quadArea = currPoint.cross(nextPoint);
fCentroid.fX += (currPoint.fX + nextPoint.fX) * quadArea;
fCentroid.fY += (currPoint.fY + nextPoint.fY) * quadArea;
fArea += quadArea;
fCentroid *= SK_Scalar1 / (3 * fArea);
}
fCurrClipPoint = fClipPolygon.count() - 1;
}
void SkSpotShadowTessellator::computeClipVectorsAndTestCentroid() {
SkASSERT(fClipPolygon.count() >= 3);
// init clip vectors
SkVector v0 = fClipPolygon[1] - fClipPolygon[0];
*fClipVectors.push() = v0;
// init centroid check
bool hiddenCentroid = true;
SkVector v1 = fCentroid - fClipPolygon[0];
SkScalar initCross = v0.cross(v1);
for (int p = 1; p < fClipPolygon.count(); ++p) {
// add to clip vectors
v0 = fClipPolygon[(p + 1) % fClipPolygon.count()] - fClipPolygon[p];
*fClipVectors.push() = v0;
// Determine if transformed centroid is inside clipPolygon.
v1 = fCentroid - fClipPolygon[p];
if (initCross*v0.cross(v1) <= 0) {
hiddenCentroid = false;
}
}
SkASSERT(fClipVectors.count() == fClipPolygon.count());
fTransparent = fTransparent || !hiddenCentroid;
}
bool SkSpotShadowTessellator::clipUmbraPoint(const SkPoint& umbraPoint, const SkPoint& centroid,
SkPoint* clipPoint) {
SkVector segmentVector = centroid - umbraPoint;
int startClipPoint = fCurrClipPoint;
do {
SkVector dp = umbraPoint - fClipPolygon[fCurrClipPoint];
SkScalar denom = fClipVectors[fCurrClipPoint].cross(segmentVector);
SkScalar t_num = dp.cross(segmentVector);
// if line segments are nearly parallel
if (SkScalarNearlyZero(denom)) {
// and collinear
if (SkScalarNearlyZero(t_num)) {
return false;
}
// otherwise are separate, will try the next poly segment
// else if crossing lies within poly segment
} else if (t_num >= 0 && t_num <= denom) {
SkScalar s_num = dp.cross(fClipVectors[fCurrClipPoint]);
// if umbra point is inside the clip polygon
if (s_num < 0) {
return false;
} else {
segmentVector *= s_num/denom;
*clipPoint = umbraPoint + segmentVector;
return true;
}
}
fCurrClipPoint = (fCurrClipPoint + 1) % fClipPolygon.count();
} while (fCurrClipPoint != startClipPoint);
return false;
}
int SkSpotShadowTessellator::getClosestUmbraPoint(const SkPoint& p) {
SkScalar minDistance = p.distanceToSqd(fUmbraPolygon[fCurrUmbraPoint]);
int index = fCurrUmbraPoint;
int dir = 1;
int next = (index + dir) % fUmbraPolygon.count();
// init travel direction
SkScalar distance = p.distanceToSqd(fUmbraPolygon[next]);
if (distance < minDistance) {
index = next;
minDistance = distance;
} else {
dir = fUmbraPolygon.count()-1;
}
// iterate until we find a point that increases the distance
next = (index + dir) % fUmbraPolygon.count();
distance = p.distanceToSqd(fUmbraPolygon[next]);
while (distance < minDistance) {
index = next;
minDistance = distance;
next = (index + dir) % fUmbraPolygon.count();
distance = p.distanceToSqd(fUmbraPolygon[next]);
}
fCurrUmbraPoint = index;
return index;
}
void SkSpotShadowTessellator::mapPoints(SkScalar scale, const SkVector& xlate,
SkPoint* pts, int count) {
// TODO: vectorize
for (int i = 0; i < count; ++i) {
pts[i] *= scale;
pts[i] += xlate;
}
}
static bool duplicate_pt(const SkPoint& p0, const SkPoint& p1) {
static constexpr SkScalar kClose = (SK_Scalar1 / 16);
static constexpr SkScalar kCloseSqd = kClose*kClose;
SkScalar distSq = p0.distanceToSqd(p1);
return distSq < kCloseSqd;
}
static bool is_collinear(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2) {
SkVector v0 = p1 - p0;
SkVector v1 = p2 - p0;
return (SkScalarNearlyZero(v0.cross(v1)));
}
void SkSpotShadowTessellator::handleLine(const SkPoint& p) {
// remove coincident points and add to centroid
if (fPathPolygon.count() > 0) {
const SkPoint& lastPoint = fPathPolygon[fPathPolygon.count() - 1];
if (duplicate_pt(p, lastPoint)) {
return;
}
SkScalar quadArea = lastPoint.cross(p);
fCentroid.fX += (p.fX + lastPoint.fX) * quadArea;
fCentroid.fY += (p.fY + lastPoint.fY) * quadArea;
fArea += quadArea;
}
// try to remove collinear points
if (fPathPolygon.count() > 1 && is_collinear(fPathPolygon[fPathPolygon.count()-2],
fPathPolygon[fPathPolygon.count()-1],
p)) {
fPathPolygon[fPathPolygon.count() - 1] = p;
} else {
*fPathPolygon.push() = p;
}
}
void SkSpotShadowTessellator::handlePolyPoint(const SkPoint& p) {
if (fInitPoints.count() < 2) {
*fInitPoints.push() = p;
return;
}
if (fInitPoints.count() == 2) {
// determine if cw or ccw
SkVector v0 = fInitPoints[1] - fInitPoints[0];
SkVector v1 = p - fInitPoints[0];
SkScalar perpDot = v0.cross(v1);
if (SkScalarNearlyZero(perpDot)) {
// nearly parallel, just treat as straight line and continue
fInitPoints[1] = p;
return;
}
// if perpDot > 0, winding is ccw
fDirection = (perpDot > 0) ? -1 : 1;
// add first quad
if (!compute_normal(fInitPoints[0], fInitPoints[1], fRadius, fDirection,
&fFirstNormal)) {
// first two points are incident, make the third point the second and continue
fInitPoints[1] = p;
return;
}
fFirstPoint = fInitPoints[0];
fFirstVertex = fPositions.count();
fPrevNormal = fFirstNormal;
fPrevPoint = fFirstPoint;
fPrevUmbraIndex = fFirstVertex;
this->addInnerPoint(fFirstPoint);
if (!fTransparent) {
SkPoint clipPoint;
bool isOutside = this->clipUmbraPoint(fPositions[fFirstVertex], fCentroid, &clipPoint);
if (isOutside) {
*fPositions.push() = clipPoint;
*fColors.push() = fUmbraColor;
}
fPrevUmbraOutside = isOutside;
fFirstUmbraOutside = isOutside;
}
SkPoint newPoint = fFirstPoint + fFirstNormal;
*fPositions.push() = newPoint;
*fColors.push() = fPenumbraColor;
this->addEdge(fInitPoints[1], fFirstNormal);
// to ensure we skip this block next time
*fInitPoints.push() = p;
}
SkVector normal;
if (compute_normal(fPrevPoint, p, fRadius, fDirection, &normal)) {
this->addArc(normal);
this->finishArcAndAddEdge(p, normal);
}
}
bool SkSpotShadowTessellator::addInnerPoint(const SkPoint& pathPoint) {
SkPoint umbraPoint;
if (!fValidUmbra) {
SkVector v = fCentroid - pathPoint;
v *= 0.95f;
umbraPoint = pathPoint + v;
} else {
umbraPoint = fUmbraPolygon[this->getClosestUmbraPoint(pathPoint)];
}
fPrevPoint = pathPoint;
// merge "close" points
if (fPrevUmbraIndex == fFirstVertex ||
!duplicate_pt(umbraPoint, fPositions[fPrevUmbraIndex])) {
*fPositions.push() = umbraPoint;
*fColors.push() = fUmbraColor;
return false;
} else {
return true;
}
}
void SkSpotShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal) {
// add next umbra point
bool duplicate = this->addInnerPoint(nextPoint);
int prevPenumbraIndex = duplicate ? fPositions.count()-1 : fPositions.count()-2;
int currUmbraIndex = duplicate ? fPrevUmbraIndex : fPositions.count()-1;
if (!duplicate) {
// add to center fan if transparent or centroid showing
if (fTransparent) {
*fIndices.push() = 0;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = currUmbraIndex;
// otherwise add to clip ring
} else {
SkPoint clipPoint;
bool isOutside = this->clipUmbraPoint(fPositions[currUmbraIndex], fCentroid,
&clipPoint);
if (isOutside) {
*fPositions.push() = clipPoint;
*fColors.push() = fUmbraColor;
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = currUmbraIndex;
*fIndices.push() = currUmbraIndex + 1;
if (fPrevUmbraOutside) {
// fill out quad
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = currUmbraIndex + 1;
*fIndices.push() = fPrevUmbraIndex + 1;
}
} else if (fPrevUmbraOutside) {
// add tri
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = currUmbraIndex;
*fIndices.push() = fPrevUmbraIndex + 1;
}
fPrevUmbraOutside = isOutside;
}
}
// add next penumbra point and quad
SkPoint newPoint = nextPoint + nextNormal;
*fPositions.push() = newPoint;
*fColors.push() = fPenumbraColor;
if (!duplicate) {
*fIndices.push() = fPrevUmbraIndex;
*fIndices.push() = prevPenumbraIndex;
*fIndices.push() = currUmbraIndex;
}
*fIndices.push() = prevPenumbraIndex;
*fIndices.push() = fPositions.count() - 1;
*fIndices.push() = currUmbraIndex;
fPrevUmbraIndex = currUmbraIndex;
fPrevNormal = nextNormal;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
sk_sp<SkVertices> SkShadowTessellator::MakeAmbient(const SkPath& path, const SkMatrix& ctm,
HeightFunc heightFunc, SkScalar ambientAlpha,
bool transparent) {
SkAmbientShadowTessellator ambientTess(path, ctm, heightFunc, ambientAlpha, transparent);
return ambientTess.releaseVertices();
}
sk_sp<SkVertices> SkShadowTessellator::MakeSpot(const SkPath& path, const SkMatrix& ctm,
HeightFunc heightFunc,
const SkPoint3& lightPos, SkScalar lightRadius,
SkScalar spotAlpha, bool transparent) {
SkSpotShadowTessellator spotTess(path, ctm, heightFunc, lightPos, lightRadius,
spotAlpha, transparent);
return spotTess.releaseVertices();
}