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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 android.view.math.Math3DHelper;
import static android.view.shadow.ShadowConstants.MIN_ALPHA;
import static android.view.shadow.ShadowConstants.SCALE_DOWN;
public class HighQualityShadowPainter {
private static final float sRoundedGap = (float) (1.0 - Math.sqrt(2.0) / 2.0);
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;
boolean isOpaque = outline.getAlpha() * alpha == 1.0f;
float[] poly = getPoly(rectScaled, elevation / SCALE_DOWN, radius);
AmbientShadowConfig ambientConfig = new AmbientShadowConfig.Builder()
.setPolygon(poly)
.setLightSourcePosition(
(rectScaled.left + rectScaled.right) / 2.0f,
(rectScaled.top + rectScaled.bottom) / 2.0f)
.setEdgeScale(ShadowConstants.AMBIENT_SHADOW_EDGE_SCALE)
.setShadowBoundRatio(ShadowConstants.AMBIENT_SHADOW_SHADOW_BOUND)
.setShadowStrength(ShadowConstants.AMBIENT_SHADOW_STRENGTH * alpha)
.build();
AmbientShadowTriangulator ambientTriangulator = new AmbientShadowTriangulator(ambientConfig);
ambientTriangulator.triangulate();
SpotShadowTriangulator spotTriangulator = null;
float lightZHeightPx = ShadowConstants.SPOT_SHADOW_LIGHT_Z_HEIGHT_DP * (densityDpi / DisplayMetrics.DENSITY_DEFAULT);
if (lightZHeightPx - elevation / SCALE_DOWN >= ShadowConstants.SPOT_SHADOW_LIGHT_Z_EPSILON) {
float lightX = (rectScaled.left + rectScaled.right) / 2;
float lightY = rectScaled.top;
// Light shouldn't be bigger than the object by too much.
int dynamicLightRadius = Math.min(rectScaled.width(), rectScaled.height());
SpotShadowConfig spotConfig = new SpotShadowConfig.Builder()
.setLightCoord(lightX, lightY, lightZHeightPx)
.setLightRadius(dynamicLightRadius)
.setShadowStrength(ShadowConstants.SPOT_SHADOW_STRENGTH * alpha)
.setPolygon(poly, poly.length / ShadowConstants.COORDINATE_SIZE)
.build();
spotTriangulator = new SpotShadowTriangulator(spotConfig);
spotTriangulator.triangulate();
}
int translateX = 0;
int translateY = 0;
int imgW = 0;
int imgH = 0;
if (ambientTriangulator.isValid()) {
float[] shadowBounds = Math3DHelper.flatBound(ambientTriangulator.getVertices(), 2);
// Move the shadow to the left top corner to occupy the least possible bitmap
translateX = -(int) Math.floor(shadowBounds[0]);
translateY = -(int) Math.floor(shadowBounds[1]);
// create bitmap of the least possible size that covers the entire shadow
imgW = (int) Math.ceil(shadowBounds[2] + translateX);
imgH = (int) Math.ceil(shadowBounds[3] + translateY);
}
if (spotTriangulator != null && spotTriangulator.validate()) {
// Bit of a hack to re-adjust spot shadow to fit correctly within parent canvas.
// Problem is that outline passed is not a final position, which throws off our
// whereas our shadow rendering algorithm, which requires pre-set range for
// optimization purposes.
float[] shadowBounds = Math3DHelper.flatBound(spotTriangulator.getStrips()[0], 3);
if ((shadowBounds[2] - shadowBounds[0]) > width ||
(shadowBounds[3] - shadowBounds[1]) > height) {
// Spot shadow to be casted is larger than the parent canvas,
// We'll let ambient shadow do the trick and skip spot shadow here.
spotTriangulator = null;
}
translateX = Math.max(-(int) Math.floor(shadowBounds[0]), translateX);
translateY = Math.max(-(int) Math.floor(shadowBounds[1]), translateY);
// create bitmap of the least possible size that covers the entire shadow
imgW = Math.max((int) Math.ceil(shadowBounds[2] + translateX), imgW);
imgH = Math.max((int) Math.ceil(shadowBounds[3] + translateY), imgH);
}
TriangleBuffer renderer = new TriangleBuffer();
renderer.setSize(imgW, imgH, 0);
if (ambientTriangulator.isValid()) {
Math3DHelper.translate(ambientTriangulator.getVertices(), translateX, translateY, 2);
renderer.drawTriangles(ambientTriangulator.getIndices(), ambientTriangulator.getVertices(),
ambientTriangulator.getColors(), ambientConfig.getShadowStrength());
}
if (spotTriangulator != null && spotTriangulator.validate()) {
float[][] strips = spotTriangulator.getStrips();
for (int i = 0; i < strips.length; ++i) {
Math3DHelper.translate(strips[i], translateX, translateY, 3);
renderer.drawTriangles(strips[i], ShadowConstants.SPOT_SHADOW_STRENGTH * alpha);
}
}
Bitmap img = renderer.createImage();
drawScaled(canvas, img, translateX, translateY, rectOriginal, radius, isOpaque);
}
/**
* 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;
}
/**
* 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 shadowCaster - unscaled outline of shadow caster
* @param radius
*/
private static void drawScaled(Canvas canvas, Bitmap bitmap, int translateX, int translateY,
Rect shadowCaster, float radius, boolean isOpaque) {
int unscaledTranslateX = translateX * SCALE_DOWN;
int unscaledTranslateY = translateY * SCALE_DOWN;
// To the canvas
Rect dest = new Rect(
-unscaledTranslateX,
-unscaledTranslateY,
(bitmap.getWidth() * SCALE_DOWN) - unscaledTranslateX,
(bitmap.getHeight() * SCALE_DOWN) - unscaledTranslateY);
Rect destSrc = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
// We can skip drawing the shadows behind the caster if either
// 1) radius is 0, the shadow caster is rectangle and we can have a perfect cut
// 2) shadow caster is opaque and even if remove shadow only partially it won't affect
// the visual quality, otherwise we will observe shadow part through the translucent caster
// This can be improved by:
// TODO: do not draw the shadow behind the caster at all during the tesselation phase
if (radius > 0 && !isOpaque) {
// 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.
*/
int gap = (int) Math.ceil(radius * SCALE_DOWN * sRoundedGap);
shadowCaster.bottom -= gap;
shadowCaster.top += gap;
shadowCaster.left += gap;
shadowCaster.right -= gap;
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 - dest.left) / SCALE_DOWN + destSrc.left;
Rect bottom = new Rect(dest.left, shadowCaster.bottom, dest.right, dest.bottom);
int bottomScaled = (shadowCaster.bottom - dest.top) / 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;
}
}