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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
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Add m-esr52 at 52.6.0
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+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+#ifndef SkShadowParams_DEFINED
+#define SkShadowParams_DEFINED
+
+/** \struct SkShadowParams
+
+ This struct holds information needed for drawing shadows.
+
+ fShadowRadius - radius of the shadow blur
+
+ fBiasingConstant - A constant used in variance shadow mapping to directly
+ 0.0 - 1.0 reduce light bleeding. Essentially sets all shadows
+ ~.25 below a certain brightness equal to no light, and does
+ a linear step on the rest. Essentially makes shadows
+ darker and more rounded at higher values.
+
+ fMinVariance - Too low of a variance (near the outer edges of blurry
+ ~512, 1024 shadows) will lead to ugly sharp shadow brightness
+ distortions. This enforces a minimum amount of variance
+ in the calculation to smooth out the outside edges of
+ blurry shadows. However, too high of a value for this will
+ cause all shadows to be lighter by visibly different
+ amounts varying on depth.
+
+ fType - Decides which algorithm to use to draw shadows.
+*/
+struct SkShadowParams {
+ SkScalar fShadowRadius;
+ SkScalar fBiasingConstant;
+ SkScalar fMinVariance;
+
+ enum ShadowType {
+ kNoBlur_ShadowType,
+ kVariance_ShadowType,
+
+ kLast_ShadowType = kVariance_ShadowType
+ };
+ static const int kShadowTypeCount = kLast_ShadowType + 1;
+
+ ShadowType fType;
+};
+
+#endif