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/*
* Copyright (C) 2018 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package android.view.shadow;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Outline;
import android.graphics.Paint;
import android.graphics.Rect;
import android.util.DisplayMetrics;
import android.view.ViewGroup;
import static android.view.shadow.ShadowConstants.MIN_ALPHA;
import static android.view.shadow.ShadowConstants.SCALE_DOWN;
public class HighQualityShadowPainter {
private HighQualityShadowPainter() { }
/**
* Draws simple Rect shadow
*/
public static void paintRectShadow(ViewGroup parent, Outline outline, float elevation,
Canvas canvas, float alpha, float densityDpi) {
if (!validate(elevation, densityDpi)) {
return;
}
int width = parent.getWidth() / SCALE_DOWN;
int height = parent.getHeight() / SCALE_DOWN;
Rect rectOriginal = new Rect();
Rect rectScaled = new Rect();
if (!outline.getRect(rectScaled) || alpha < MIN_ALPHA) {
// If alpha below MIN_ALPHA it's invisible (based on manual test). Save some perf.
return;
}
outline.getRect(rectOriginal);
rectScaled.left /= SCALE_DOWN;
rectScaled.right /= SCALE_DOWN;
rectScaled.top /= SCALE_DOWN;
rectScaled.bottom /= SCALE_DOWN;
float radius = outline.getRadius() / SCALE_DOWN;
if (radius > rectScaled.width() || radius > rectScaled.height()) {
// Rounded edge generation fails if radius is bigger than drawing box.
return;
}
// ensure alpha doesn't go over 1
alpha = (alpha > 1.0f) ? 1.0f : alpha;
float[] poly = getPoly(rectScaled, elevation / SCALE_DOWN, radius);
paintAmbientShadow(poly, canvas, width, height, alpha, rectOriginal, radius);
paintSpotShadow(poly, rectScaled, elevation / SCALE_DOWN,
canvas, densityDpi, width, height, alpha, rectOriginal, radius);
}
/**
* High quality shadow does not work well with object that is too high in elevation. Check if
* the object elevation is reasonable and returns true if shadow will work well. False other
* wise.
*/
private static boolean validate(float elevation, float densityDpi) {
float scaledElevationPx = elevation / SCALE_DOWN;
float scaledSpotLightHeightPx = ShadowConstants.SPOT_SHADOW_LIGHT_Z_HEIGHT_DP *
(densityDpi / DisplayMetrics.DENSITY_DEFAULT);
if (scaledElevationPx > scaledSpotLightHeightPx) {
return false;
}
return true;
}
/**
* @param polygon - polygon of the shadow caster
* @param canvas - canvas to draw
* @param width - scaled canvas (parent) width
* @param height - scaled canvas (parent) height
* @param alpha - 0-1 scale
* @param shadowCasterOutline - unscaled original shadow caster outline.
* @param radius
*/
private static void paintAmbientShadow(float[] polygon, Canvas canvas, int width, int height,
float alpha, Rect shadowCasterOutline, float radius) {
// TODO: Consider re-using the triangle buffer here since the world stays consistent.
// TODO: Reduce the buffer size based on shadow bounds.
AmbientShadowConfig config = new AmbientShadowConfig.Builder()
.setSize(width, height)
.setPolygon(polygon)
.setEdgeScale(ShadowConstants.AMBIENT_SHADOW_EDGE_SCALE)
.setShadowBoundRatio(ShadowConstants.AMBIENT_SHADOW_SHADOW_BOUND)
.setShadowStrength(ShadowConstants.AMBIENT_SHADOW_STRENGTH * alpha)
.setRays(ShadowConstants.AMBIENT_SHADOW_RAYS)
.setLayers(ShadowConstants.AMBIENT_SHADOW_LAYERS)
.build();
AmbientShadowBitmapGenerator generator = new AmbientShadowBitmapGenerator(config);
generator.populateShadow();
if (!generator.isValid()) {
return;
}
drawScaled(
canvas, generator.getBitmap(), (int) generator.getTranslateX(),
(int) generator.getTranslateY(), width, height,
shadowCasterOutline, radius);
}
/**
* @param poly - polygon of the shadow caster
* @param rectBound - scaled bounds of shadow caster.
* @param canvas - canvas to draw
* @param width - scaled canvas (parent) width
* @param height - scaled canvas (parent) height
* @param alpha - 0-1 scale
* @param shadowCasterOutline - unscaled original shadow caster outline.
* @param radius
*/
private static void paintSpotShadow(float[] poly, Rect rectBound, float elevation, Canvas canvas,
float densityDpi, int width, int height, float alpha, Rect shadowCasterOutline,
float radius) {
// TODO: Use alpha later
float lightZHeightPx = ShadowConstants.SPOT_SHADOW_LIGHT_Z_HEIGHT_DP * (densityDpi / DisplayMetrics.DENSITY_DEFAULT);
if (lightZHeightPx - elevation < ShadowConstants.SPOT_SHADOW_LIGHT_Z_EPSILON) {
// If the view is above or too close to the light source then return.
// This is done to somewhat simulate android behaviour.
return;
}
float lightX = (rectBound.left + rectBound.right) / 2;
float lightY = rectBound.top;
// Light shouldn't be bigger than the object by too much.
int dynamicLightRadius = Math.min(rectBound.width(), rectBound.height());
SpotShadowConfig config = new SpotShadowConfig.Builder()
.setSize(width, height)
.setLayers(ShadowConstants.SPOT_SHADOW_LAYERS)
.setRays(ShadowConstants.SPOT_SHADOW_RAYS)
.setLightCoord(lightX, lightY, lightZHeightPx)
.setLightRadius(dynamicLightRadius)
.setLightSourcePoints(ShadowConstants.SPOT_SHADOW_LIGHT_SOURCE_POINTS)
.setShadowStrength(ShadowConstants.SPOT_SHADOW_STRENGTH * alpha)
.setPolygon(poly, poly.length / ShadowConstants.COORDINATE_SIZE)
.build();
SpotShadowBitmapGenerator generator = new SpotShadowBitmapGenerator(config);
generator.populateShadow();
if (!generator.validate()) {
return;
}
drawScaled(canvas, generator.getBitmap(), (int) generator.getTranslateX(),
(int) generator.getTranslateY(), width, height, shadowCasterOutline, radius);
}
/**
* Draw the bitmap scaled up.
* @param translateX - offset in x axis by which the bitmap is shifted.
* @param translateY - offset in y axis by which the bitmap is shifted.
* @param width - scaled width of canvas (parent)
* @param height - scaled height of canvas (parent)
* @param shadowCaster - unscaled outline of shadow caster
* @param radius
*/
private static void drawScaled(Canvas canvas, Bitmap bitmap, int translateX, int translateY,
int width, int height, Rect shadowCaster, float radius) {
int unscaledTranslateX = translateX * SCALE_DOWN;
int unscaledTranslateY = translateY * SCALE_DOWN;
// To the canvas
Rect dest = new Rect(
-unscaledTranslateX,
-unscaledTranslateY,
(width * SCALE_DOWN) - unscaledTranslateX,
(height * SCALE_DOWN) - unscaledTranslateY);
Rect destSrc = new Rect(0, 0, width, height);
if (radius > 0) {
// Rounded edge.
int save = canvas.save();
canvas.drawBitmap(bitmap, destSrc, dest, null);
canvas.restoreToCount(save);
return;
}
/**
* ----------------------------------
* | |
* | top |
* | |
* ----------------------------------
* | | | |
* | left | shadow caster | right |
* | | | |
* ----------------------------------
* | |
* | bottom |
* | |
* ----------------------------------
*
* dest == top + left + shadow caster + right + bottom
* Visually, canvas.drawBitmap(bitmap, destSrc, dest, paint) would achieve the same result.
*/
Rect left = new Rect(dest.left, shadowCaster.top, shadowCaster.left, shadowCaster.bottom);
int leftScaled = left.width() / SCALE_DOWN + destSrc.left;
Rect top = new Rect(dest.left, dest.top, dest.right, shadowCaster.top);
int topScaled = top.height() / SCALE_DOWN + destSrc.top;
Rect right = new Rect(shadowCaster.right, shadowCaster.top, dest.right,
shadowCaster.bottom);
int rightScaled = (shadowCaster.right + unscaledTranslateX) / SCALE_DOWN + destSrc.left;
Rect bottom = new Rect(dest.left, shadowCaster.bottom, dest.right, dest.bottom);
int bottomScaled = (bottom.bottom - bottom.height()) / SCALE_DOWN + destSrc.top;
// calculate parts of the middle ground that can be ignored.
Rect leftSrc = new Rect(destSrc.left, topScaled, leftScaled, bottomScaled);
Rect topSrc = new Rect(destSrc.left, destSrc.top, destSrc.right, topScaled);
Rect rightSrc = new Rect(rightScaled, topScaled, destSrc.right, bottomScaled);
Rect bottomSrc = new Rect(destSrc.left, bottomScaled, destSrc.right, destSrc.bottom);
int save = canvas.save();
Paint paint = new Paint();
canvas.drawBitmap(bitmap, leftSrc, left, paint);
canvas.drawBitmap(bitmap, topSrc, top, paint);
canvas.drawBitmap(bitmap, rightSrc, right, paint);
canvas.drawBitmap(bitmap, bottomSrc, bottom, paint);
canvas.restoreToCount(save);
}
private static float[] getPoly(Rect rect, float elevation, float radius) {
if (radius <= 0) {
float[] poly = new float[ShadowConstants.RECT_VERTICES_SIZE * ShadowConstants.COORDINATE_SIZE];
poly[0] = poly[9] = rect.left;
poly[1] = poly[4] = rect.top;
poly[3] = poly[6] = rect.right;
poly[7] = poly[10] = rect.bottom;
poly[2] = poly[5] = poly[8] = poly[11] = elevation;
return poly;
}
return buildRoundedEdges(rect, elevation, radius);
}
private static float[] buildRoundedEdges(
Rect rect, float elevation, float radius) {
float[] roundedEdgeVertices = new float[(ShadowConstants.SPLICE_ROUNDED_EDGE + 1) * 4 * 3];
int index = 0;
// 1.0 LT. From theta 0 to pi/2 in K division.
for (int i = 0; i <= ShadowConstants.SPLICE_ROUNDED_EDGE; i++) {
double theta = (Math.PI / 2.0d) * ((double) i / ShadowConstants.SPLICE_ROUNDED_EDGE);
float x = (float) (rect.left + (radius - radius * Math.cos(theta)));
float y = (float) (rect.top + (radius - radius * Math.sin(theta)));
roundedEdgeVertices[index++] = x;
roundedEdgeVertices[index++] = y;
roundedEdgeVertices[index++] = elevation;
}
// 2.0 RT
for (int i = ShadowConstants.SPLICE_ROUNDED_EDGE; i >= 0; i--) {
double theta = (Math.PI / 2.0d) * ((double) i / ShadowConstants.SPLICE_ROUNDED_EDGE);
float x = (float) (rect.right - (radius - radius * Math.cos(theta)));
float y = (float) (rect.top + (radius - radius * Math.sin(theta)));
roundedEdgeVertices[index++] = x;
roundedEdgeVertices[index++] = y;
roundedEdgeVertices[index++] = elevation;
}
// 3.0 RB
for (int i = 0; i <= ShadowConstants.SPLICE_ROUNDED_EDGE; i++) {
double theta = (Math.PI / 2.0d) * ((double) i / ShadowConstants.SPLICE_ROUNDED_EDGE);
float x = (float) (rect.right - (radius - radius * Math.cos(theta)));
float y = (float) (rect.bottom - (radius - radius * Math.sin(theta)));
roundedEdgeVertices[index++] = x;
roundedEdgeVertices[index++] = y;
roundedEdgeVertices[index++] = elevation;
}
// 4.0 LB
for (int i = ShadowConstants.SPLICE_ROUNDED_EDGE; i >= 0; i--) {
double theta = (Math.PI / 2.0d) * ((double) i / ShadowConstants.SPLICE_ROUNDED_EDGE);
float x = (float) (rect.left + (radius - radius * Math.cos(theta)));
float y = (float) (rect.bottom - (radius - radius * Math.sin(theta)));
roundedEdgeVertices[index++] = x;
roundedEdgeVertices[index++] = y;
roundedEdgeVertices[index++] = elevation;
}
return roundedEdgeVertices;
}
}