Implement tilted concave ambient shadow
Bug: skia:7971
Change-Id: I6a92a5021f53ae10fb35ef355081653e96bc04b0
Reviewed-on: https://skia-review.googlesource.com/134844
Commit-Queue: Jim Van Verth <jvanverth@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
diff --git a/samplecode/SampleAndroidShadows.cpp b/samplecode/SampleAndroidShadows.cpp
index ee833d7..cdc9e75 100644
--- a/samplecode/SampleAndroidShadows.cpp
+++ b/samplecode/SampleAndroidShadows.cpp
@@ -315,6 +315,7 @@
fWideOvalPath.getBounds().height() / 2);
translate = SkPoint::Make(100, 600);
view.restore();
+ view.save();
view.rotateY(fAnimAngle);
view.getMatrix(&persp);
persp.preTranslate(-pivot.fX, -pivot.fY);
@@ -325,6 +326,21 @@
SkTMax(1.0f, 32 + fZDelta) + SkScalarSin(radians)*pivot.fX);
this->drawShadowedPath(canvas, fWideOvalPath, zPlaneParams, paint, .1f,
lightPos, kLightWidth, .5f);
+
+ pivot = SkPoint::Make(fStarPath.getBounds().width() / 2,
+ fStarPath.getBounds().height() / 2);
+ translate = SkPoint::Make(700, 250);
+ view.restore();
+ view.rotateY(fAnimAngle);
+ view.getMatrix(&persp);
+ persp.preTranslate(-pivot.fX, -pivot.fY);
+ persp.postTranslate(pivot.fX + translate.fX, pivot.fY + translate.fY);
+ canvas->setMatrix(persp);
+ zPlaneParams = SkPoint3::Make(-SkScalarSin(radians),
+ 0,
+ SkTMax(1.0f, 8 + fZDelta) + SkScalarSin(radians)*pivot.fX);
+ this->drawShadowedPath(canvas, fStarPath, zPlaneParams, paint, .1f,
+ lightPos, kLightWidth, .5f);
}
bool onAnimate(const SkAnimTimer& timer) override {
diff --git a/src/utils/SkShadowTessellator.cpp b/src/utils/SkShadowTessellator.cpp
index c50265f..79f8f22 100755
--- a/src/utils/SkShadowTessellator.cpp
+++ b/src/utils/SkShadowTessellator.cpp
@@ -794,9 +794,9 @@
SkTDArray<int> penumbraIndices;
penumbraPolygon.setReserve(umbraPolygon.count());
penumbraIndices.setReserve(umbraPolygon.count());
- // TODO: handle tilt
- SkScalar radius = this->offset(fTransformedHeightFunc(fPathPolygon[0]));
- if (!SkOffsetSimplePolygon(&fPathPolygon[0], fPathPolygon.count(), -radius,
+
+ auto offsetFunc = [this](const SkPoint& p) { return -this->offset(fTransformedHeightFunc(p)); };
+ if (!SkOffsetSimplePolygon(&fPathPolygon[0], fPathPolygon.count(), offsetFunc,
&penumbraPolygon, &penumbraIndices)) {
// TODO: figure out how to handle this case
return false;