| /* |
| * 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; |
| } |
| } |