Remove EXPERIMENTAL_SHADOWING, Part 1

Bug: skia:6557
Change-Id: I6482d74be7b360c93141a73dd80c67854530c7a1
Reviewed-on: https://skia-review.googlesource.com/15101
Reviewed-by: Mike Klein <mtklein@chromium.org>
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Mike Klein <mtklein@chromium.org>
This commit is contained in:
Jim Van Verth 2017-05-02 10:37:45 -04:00 committed by Skia Commit-Bot
parent c06f309cf5
commit 4c9155bd66
29 changed files with 0 additions and 2876 deletions

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@ -1,118 +0,0 @@
/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "sk_tool_utils.h"
#include "SkPathEffect.h"
#include "SkPictureRecorder.h"
#include "SkShadowPaintFilterCanvas.h"
#include "SkShadowShader.h"
#include "SkSurface.h"
#ifdef SK_EXPERIMENTAL_SHADOWING
static sk_sp<SkPicture> make_test_picture(int width, int height) {
SkPictureRecorder recorder;
// LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
SkASSERT(canvas->getTotalMatrix().isIdentity());
SkPaint paint;
paint.setColor(SK_ColorGRAY);
// LONG RANGE TODO: tag occluders
// LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
// and determinate the mapping from z to id
// universal receiver, "ground"
canvas->drawRect(SkRect::MakeIWH(width, height), paint);
// TODO: Maybe add the ID here along with the depth
paint.setColor(0xFFEE8888);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
paint.setColor(0xFF88EE88);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
paint.setColor(0xFF8888EE);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
// TODO: Add an assert that Z order matches painter's order
// TODO: think about if the Z-order always matching painting order is too strict
return recorder.finishRecordingAsPicture();
}
namespace skiagm {
class ShadowMapsGM : public GM {
public:
ShadowMapsGM() {
this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
}
void onOnceBeforeDraw() override {
// Create a light set consisting of
// - bluish directional light pointing more right than down
// - reddish directional light pointing more down than right
// - soft white ambient light
SkLights::Builder builder;
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.2f, 0.3f, 0.4f),
SkVector3::Make(0.2f, 0.1f, 1.0f)));
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.4f, 0.3f, 0.2f),
SkVector3::Make(0.1f, 0.2f, 1.0f)));
builder.setAmbientLightColor(SkColor3f::Make(0.4f, 0.4f, 0.4f));
fLights = builder.finish();
fShadowParams.fShadowRadius = 4.0f;
fShadowParams.fBiasingConstant = 0.3f;
fShadowParams.fMinVariance = 1024;
fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
}
protected:
static constexpr int kWidth = 400;
static constexpr int kHeight = 400;
SkString onShortName() override {
return SkString("shadowmaps");
}
SkISize onISize() override {
return SkISize::Make(kWidth, kHeight);
}
void onDraw(SkCanvas* canvas) override {
// This picture stores the picture of the scene.
// It's used to generate the depth maps.
sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight));
canvas->setLights(fLights);
canvas->drawShadowedPicture(pic, nullptr, nullptr, fShadowParams);
}
private:
sk_sp<SkLights> fLights;
SkShadowParams fShadowParams;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
DEF_GM(return new ShadowMapsGM;)
}
#endif

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@ -261,8 +261,6 @@ skia_core_sources = [
"$_src/core/SkPtrRecorder.cpp",
"$_src/core/SkQuadClipper.cpp",
"$_src/core/SkQuadClipper.h",
"$_src/core/SkRadialShadowMapShader.cpp",
"$_src/core/SkRadialShadowMapShader.h",
"$_src/core/SkRasterClip.cpp",
"$_src/core/SkRasterPipeline.cpp",
"$_src/core/SkRasterPipelineBlitter.cpp",
@ -369,8 +367,6 @@ skia_core_sources = [
"$_src/core/SkXfermodeInterpretation.h",
"$_src/core/SkYUVPlanesCache.cpp",
"$_src/core/SkYUVPlanesCache.h",
"$_src/core/SkShadowShader.cpp",
"$_src/core/SkShadowShader.h",
"$_src/image/SkImage.cpp",
@ -466,7 +462,6 @@ skia_core_sources = [
"$_include/private/SkRecords.h",
"$_include/private/SkSemaphore.h",
"$_include/private/SkShadowFlags.h",
"$_include/private/SkShadowParams.h",
"$_include/private/SkSpinlock.h",
"$_include/private/SkTemplates.h",
"$_include/private/SkTArray.h",

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@ -248,7 +248,6 @@ gm_sources = [
"$_gm/shadertext.cpp",
"$_gm/shadertext2.cpp",
"$_gm/shadertext3.cpp",
"$_gm/shadowmaps.cpp",
"$_gm/shadows.cpp",
"$_gm/shadowutils.cpp",
"$_gm/shallowgradient.cpp",

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@ -82,7 +82,6 @@ samples_sources = [
"$_samplecode/SampleRepeatTile.cpp",
"$_samplecode/SampleShaders.cpp",
"$_samplecode/SampleShaderText.cpp",
"$_samplecode/SampleShadowing.cpp",
"$_samplecode/SampleShip.cpp",
"$_samplecode/SampleSlides.cpp",
"$_samplecode/SampleStringArt.cpp",

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@ -58,8 +58,6 @@ skia_utils_sources = [
"$_src/utils/SkParsePath.cpp",
"$_src/utils/SkPatchUtils.cpp",
"$_src/utils/SkPatchUtils.h",
"$_src/utils/SkShadowPaintFilterCanvas.cpp",
"$_src/utils/SkShadowPaintFilterCanvas.h",
"$_src/utils/SkShadowTessellator.cpp",
"$_src/utils/SkShadowTessellator.h",
"$_src/utils/SkShadowUtils.cpp",

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@ -15,7 +15,6 @@
#include "SkRasterHandleAllocator.h"
#include "SkSurfaceProps.h"
#include "SkLights.h"
#include "../private/SkShadowParams.h"
class GrContext;
class GrRenderTargetContext;
@ -1083,53 +1082,6 @@ public:
this->drawPicture(picture.get(), matrix, paint);
}
#ifdef SK_EXPERIMENTAL_SHADOWING
/**
* Draw the picture into this canvas, with shadows!
*
* We will use the canvas's lights along with the picture information (draw depths of
* objects, etc) to first create a set of shadowmaps for the light-picture pairs, and
* then use that set of shadowmaps to render the scene with shadows.
*
* If matrix is non-null, apply that matrix to the CTM when drawing this picture. This is
* logically equivalent to
* save/concat/drawPicture/restore
*
* If paint is non-null, draw the picture into a temporary buffer, and then apply the paint's
* alpha/colorfilter/imagefilter/xfermode to that buffer as it is drawn to the canvas.
* This is logically equivalent to
* saveLayer(paint)/drawPicture/restore
*
* We also support using variance shadow maps for blurred shadows; the user can specify
* what shadow mapping algorithm to use with params.
* - Variance Shadow Mapping works by storing both the depth and depth^2 in the shadow map.
* - Then, the shadow map can be blurred, and when reading from it, the fragment shader
* can calculate the variance of the depth at a position by doing E(x^2) - E(x)^2.
* - We can then use the depth variance and depth at a fragment to arrive at an upper bound
* of the probability that the current surface is shadowed by using Chebyshev's
* inequality, and then use that to shade the fragment.
*
* - There are a few problems with VSM.
* * Light Bleeding | Areas with high variance, such as near the edges of high up rects,
* will cause their shadow penumbras to overwrite otherwise solid
* shadows.
* * Shape Distortion | We can combat Light Bleeding by biasing the shadow (setting
* mostly shaded fragments to completely shaded) and increasing
* the minimum allowed variance. However, this warps and rounds
* out the shape of the shadow.
*/
void drawShadowedPicture(const SkPicture*,
const SkMatrix* matrix,
const SkPaint* paint,
const SkShadowParams& params);
void drawShadowedPicture(const sk_sp<SkPicture>& picture,
const SkMatrix* matrix,
const SkPaint* paint,
const SkShadowParams& params) {
this->drawShadowedPicture(picture.get(), matrix, paint, params);
}
#endif
/** Draw vertices from an immutable SkVertices object.
@param vertices The mesh to draw.
@ -1413,13 +1365,6 @@ protected:
virtual void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*);
#ifdef SK_EXPERIMENTAL_SHADOWING
virtual void onDrawShadowedPicture(const SkPicture*,
const SkMatrix*,
const SkPaint*,
const SkShadowParams& params);
#endif
// Clip rectangle bounds. Called internally by saveLayer.
// returns false if the entire rectangle is entirely clipped out
// If non-NULL, The imageFilter parameter will be used to expand the clip

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@ -68,7 +68,6 @@ namespace SkRecords {
M(DrawPath) \
M(DrawPatch) \
M(DrawPicture) \
M(DrawShadowedPicture) \
M(DrawPoints) \
M(DrawPosText) \
M(DrawPosTextH) \
@ -278,11 +277,6 @@ RECORD(DrawPicture, kDraw_Tag|kHasPaint_Tag,
Optional<SkPaint> paint;
sk_sp<const SkPicture> picture;
TypedMatrix matrix);
RECORD(DrawShadowedPicture, kDraw_Tag|kHasPaint_Tag,
Optional<SkPaint> paint;
sk_sp<const SkPicture> picture;
TypedMatrix matrix;
const SkShadowParams& params);
RECORD(DrawPoints, kDraw_Tag|kHasPaint_Tag,
SkPaint paint;
SkCanvas::PointMode mode;

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@ -1,50 +0,0 @@
/*
* 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
#include "SkScalar.h"
/** \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

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@ -1,301 +0,0 @@
/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SampleCode.h"
#include "SkPictureRecorder.h"
#include "SkShadowPaintFilterCanvas.h"
#include "SkShadowShader.h"
#include "SkSurface.h"
#ifdef SK_EXPERIMENTAL_SHADOWING
class ShadowingView : public SampleView {
public:
ShadowingView()
: fSceneChanged(true)
, fLightsChanged(true)
, fMoveLight(false)
, fClearShadowMaps(false)
, fSelectedRectID(-1)
, fSelectedSliderID(-1)
, fLightDepth(400.0f) {
this->setBGColor(0xFFCCCCCC);
this->updateLights(100, 100);
fTestRects[0].fColor = 0xFFEE8888;
fTestRects[0].fDepth = 80;
fTestRects[0].fGeometry = SkRect::MakeLTRB(300,200,350,250);
fTestRects[1].fColor = 0xFF88EE88;
fTestRects[1].fDepth = 160;
fTestRects[1].fGeometry = SkRect::MakeLTRB(200,300,250,350);
fTestRects[2].fColor = 0xFF8888EE;
fTestRects[2].fDepth = 240;
fTestRects[2].fGeometry = SkRect::MakeLTRB(100,100,150,150);
fSliders[0].fGeometry = SkRect::MakeLTRB(20, 400, 30, 420);
fSliders[0].fOffset = 0.0f;
fSliders[0].fScale = 0.1f;
fSliders[1].fGeometry = SkRect::MakeLTRB(100, 420, 110, 440);
fSliders[1].fOffset = 0.0f;
fSliders[1].fScale = 10.0f;
fSliders[2].fGeometry = SkRect::MakeLTRB(0, 440, 10, 460);
fSliders[2].fOffset = 0.0f;
fSliders[2].fScale = 0.0025f;
fShadowParams.fShadowRadius = 4.0f;
fShadowParams.fBiasingConstant = 0.3f;
fShadowParams.fMinVariance = 2048; // we need a higher min variance for point lights
fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
}
protected:
bool onQuery(SkEvent *evt) override {
if (SampleCode::TitleQ(*evt)) {
SampleCode::TitleR(evt, "shadowing");
return true;
}
SkUnichar uni;
if (SampleCode::CharQ(*evt, &uni)) {
switch (uni) {
case 'L':
fMoveLight = !fMoveLight;
break;
case 'd':
// Raster generated shadow maps have their origin in the UL corner
// GPU shadow maps can have an arbitrary origin.
// We override the 'd' keypress so that when the device is cycled,
// the shadow maps will be re-generated according to the new backend.
fClearShadowMaps = true;
break;
case 'q':
fLightDepth += 5.0f;
fMoveLight = true;
break;
case 'B':
if (SkShadowParams::kVariance_ShadowType == fShadowParams.fType) {
fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
} else if (SkShadowParams::kNoBlur_ShadowType ==
fShadowParams.fType) {
fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
}
fLightsChanged = true;
break;
case 'w':
fLightDepth -= 5.0f;
fMoveLight = true;
break;
default:
break;
}
}
return this->INHERITED::onQuery(evt);
}
sk_sp<SkPicture> makeTestPicture(int width, int height) {
SkPictureRecorder recorder;
// LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
SkASSERT(canvas->getTotalMatrix().isIdentity());
SkPaint paint;
paint.setColor(SK_ColorGRAY);
// LONG RANGE TODO: tag occluders
// LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
// and determinate the mapping from z to id
// universal receiver, "ground"
canvas->drawRect(SkRect::MakeIWH(width, height), paint);
for (int i = 0; i < kNumTestRects; i++) {
paint.setColor(fTestRects[i].fColor);
if (i == 0) {
canvas->translateZ(fTestRects[0].fDepth);
} else {
canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth);
}
canvas->drawRect(fTestRects[i].fGeometry, paint);
}
return recorder.finishRecordingAsPicture();
}
void onDrawContent(SkCanvas *canvas) override {
if (fSceneChanged) {
fPicture = this->makeTestPicture(kWidth, kHeight);
}
if (fSceneChanged || fLightsChanged || fClearShadowMaps) {
for (int i = 0; i < fLights->numLights(); i++) {
fLights->light(i).setShadowMap(nullptr);
}
fSceneChanged = false;
fLightsChanged = false;
fClearShadowMaps = false;
}
canvas->setLights(fLights);
canvas->drawShadowedPicture(fPicture, nullptr, nullptr, fShadowParams);
for (int i = 0; i < kNumSliders; i++) {
SkPaint paint;
paint.setColor(SK_ColorBLACK);
canvas->drawRect(fSliders[i].fGeometry, paint);
}
}
SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
return new SkView::Click(this);
}
void updateLights(int x, int y) {
SkLights::Builder builder;
builder.add(SkLights::Light::MakePoint(SkColor3f::Make(1.0f, 1.0f, 1.0f),
SkVector3::Make(x,
kHeight - y,
fLightDepth),
400, true));
fLights = builder.finish();
}
void updateFromSelectedSlider() {
SkScalar newValue = fSliders[fSelectedSliderID].fGeometry.fLeft *
fSliders[fSelectedSliderID].fScale +
fSliders[fSelectedSliderID].fOffset;
switch (fSelectedSliderID) {
case 0:
fShadowParams.fShadowRadius = newValue;
break;
case 1:
fShadowParams.fMinVariance = newValue;
break;
case 2:
fShadowParams.fBiasingConstant = newValue;
break;
default:
break;
}
}
bool onClick(Click *click) override {
SkScalar x = click->fCurr.fX;
SkScalar y = click->fCurr.fY;
SkScalar dx = x - click->fPrev.fX;
SkScalar dy = y - click->fPrev.fY;
if (fMoveLight) {
if (dx != 0 || dy != 0) {
this->updateLights(x, y);
fLightsChanged = true;
this->inval(nullptr);
}
return true;
}
if (click->fState == Click::State::kUp_State) {
fSelectedRectID = -1;
fSelectedSliderID = -1;
return true;
}
if (fSelectedRectID > -1) {
fTestRects[fSelectedRectID].fGeometry.offset(dx, dy);
fSceneChanged = true;
this->inval(nullptr);
return true;
}
if (fSelectedSliderID > -1) {
fSliders[fSelectedSliderID].fGeometry.offset(dx, 0);
this->updateFromSelectedSlider();
fLightsChanged = true;
this->inval(nullptr);
return true;
}
// assume last elements are highest
for (int i = kNumTestRects - 1; i >= 0; i--) {
if (fTestRects[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
fSelectedRectID = i;
fTestRects[i].fGeometry.offset(dx, dy);
fSceneChanged = true;
this->inval(nullptr);
break;
}
}
for (int i = 0; i <= kNumSliders; i++) {
if (fSliders[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
fSelectedSliderID = i;
fSliders[i].fGeometry.offset(dx, 0);
this->updateFromSelectedSlider();
fLightsChanged = true;
this->inval(nullptr);
break;
}
}
return true;
}
private:
static constexpr int kNumTestRects = 3;
static constexpr int kNumSliders = 3;
static const int kWidth = 400;
static const int kHeight = 400;
bool fSceneChanged;
bool fLightsChanged;
bool fMoveLight;
bool fClearShadowMaps;
struct {
SkRect fGeometry;
int fDepth;
SkColor fColor;
} fTestRects[kNumTestRects];
int fSelectedRectID;
struct {
SkRect fGeometry;
SkScalar fOffset;
SkScalar fScale;
} fSliders[kNumSliders];
int fSelectedSliderID;
SkScalar fLightDepth;
sk_sp<SkPicture> fPicture;
SkShadowParams fShadowParams;
sk_sp<SkLights> fLights;
typedef SampleView INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static SkView* MyFactory() { return new ShadowingView; }
static SkViewRegister reg(MyFactory);
#endif

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@ -28,12 +28,9 @@
#include "SkPaintPriv.h"
#include "SkPatchUtils.h"
#include "SkPicture.h"
#include "SkRadialShadowMapShader.h"
#include "SkRasterClip.h"
#include "SkRasterHandleAllocator.h"
#include "SkRRect.h"
#include "SkShadowPaintFilterCanvas.h"
#include "SkShadowShader.h"
#include "SkSpecialImage.h"
#include "SkString.h"
#include "SkSurface_Base.h"
@ -2837,197 +2834,6 @@ void SkCanvas::onDrawPicture(const SkPicture* picture, const SkMatrix* matrix,
picture->playback(this);
}
#ifdef SK_EXPERIMENTAL_SHADOWING
void SkCanvas::drawShadowedPicture(const SkPicture* picture,
const SkMatrix* matrix,
const SkPaint* paint,
const SkShadowParams& params) {
RETURN_ON_NULL(picture);
TRACE_EVENT0("disabled-by-default-skia", "SkCanvas::drawShadowedPicture()");
this->onDrawShadowedPicture(picture, matrix, paint, params);
}
void SkCanvas::onDrawShadowedPicture(const SkPicture* picture,
const SkMatrix* matrix,
const SkPaint* paint,
const SkShadowParams& params) {
if (!paint || paint->canComputeFastBounds()) {
SkRect bounds = picture->cullRect();
if (paint) {
paint->computeFastBounds(bounds, &bounds);
}
if (matrix) {
matrix->mapRect(&bounds);
}
if (this->quickReject(bounds)) {
return;
}
}
SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect());
sk_sp<SkImage> povDepthMap;
sk_sp<SkImage> diffuseMap;
// povDepthMap
{
SkLights::Builder builder;
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f),
SkVector3::Make(0.0f, 0.0f, 1.0f)));
sk_sp<SkLights> povLight = builder.finish();
SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(),
picture->cullRect().height(),
kBGRA_8888_SkColorType,
kOpaque_SkAlphaType);
// Create a new surface (that matches the backend of canvas)
// to create the povDepthMap
sk_sp<SkSurface> surf(this->makeSurface(info));
// Wrap another SPFCanvas around the surface
sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
// set the depth map canvas to have the light as the user's POV
depthMapCanvas->setLights(std::move(povLight));
depthMapCanvas->drawPicture(picture);
povDepthMap = surf->makeImageSnapshot();
}
// diffuseMap
{
SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(),
picture->cullRect().height(),
kBGRA_8888_SkColorType,
kOpaque_SkAlphaType);
sk_sp<SkSurface> surf(this->makeSurface(info));
surf->getCanvas()->drawPicture(picture);
diffuseMap = surf->makeImageSnapshot();
}
sk_sp<SkShader> povDepthShader = povDepthMap->makeShader();
sk_sp<SkShader> diffuseShader = diffuseMap->makeShader();
// TODO: pass the depth to the shader in vertices, or uniforms
// so we don't have to render depth and color separately
for (int i = 0; i < fLights->numLights(); ++i) {
// skip over ambient lights; they don't cast shadows
// lights that have shadow maps do not need updating (because lights are immutable)
sk_sp<SkImage> depthMap;
SkISize shMapSize;
if (fLights->light(i).getShadowMap() != nullptr) {
continue;
}
if (fLights->light(i).isRadial()) {
shMapSize.fHeight = 1;
shMapSize.fWidth = (int) picture->cullRect().width();
SkImageInfo info = SkImageInfo::Make(diffuseMap->width(), 1,
kBGRA_8888_SkColorType,
kOpaque_SkAlphaType);
// Create new surface (that matches the backend of canvas)
// for each shadow map
sk_sp<SkSurface> surf(this->makeSurface(info));
// Wrap another SPFCanvas around the surface
SkCanvas* depthMapCanvas = surf->getCanvas();
SkLights::Builder builder;
builder.add(fLights->light(i));
sk_sp<SkLights> curLight = builder.finish();
sk_sp<SkShader> shadowMapShader;
shadowMapShader = SkRadialShadowMapShader::Make(
povDepthShader, curLight,
(int) picture->cullRect().width(),
(int) picture->cullRect().height());
SkPaint shadowMapPaint;
shadowMapPaint.setShader(std::move(shadowMapShader));
depthMapCanvas->setLights(curLight);
depthMapCanvas->drawRect(SkRect::MakeIWH(diffuseMap->width(),
diffuseMap->height()),
shadowMapPaint);
depthMap = surf->makeImageSnapshot();
} else {
// TODO: compute the correct size of the depth map from the light properties
// TODO: maybe add a kDepth_8_SkColorType
// TODO: find actual max depth of picture
shMapSize = SkShadowPaintFilterCanvas::ComputeDepthMapSize(
fLights->light(i), 255,
(int) picture->cullRect().width(),
(int) picture->cullRect().height());
SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
kBGRA_8888_SkColorType,
kOpaque_SkAlphaType);
// Create a new surface (that matches the backend of canvas)
// for each shadow map
sk_sp<SkSurface> surf(this->makeSurface(info));
// Wrap another SPFCanvas around the surface
sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
depthMapCanvas->setShadowParams(params);
// set the depth map canvas to have the light we're drawing.
SkLights::Builder builder;
builder.add(fLights->light(i));
sk_sp<SkLights> curLight = builder.finish();
depthMapCanvas->setLights(std::move(curLight));
depthMapCanvas->drawPicture(picture);
depthMap = surf->makeImageSnapshot();
}
if (params.fType == SkShadowParams::kNoBlur_ShadowType) {
fLights->light(i).setShadowMap(std::move(depthMap));
} else if (params.fType == SkShadowParams::kVariance_ShadowType) {
// we blur the variance map
SkPaint blurPaint;
blurPaint.setImageFilter(SkImageFilter::MakeBlur(params.fShadowRadius,
params.fShadowRadius, nullptr));
SkImageInfo blurInfo = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
kBGRA_8888_SkColorType,
kOpaque_SkAlphaType);
sk_sp<SkSurface> blurSurf(this->makeSurface(blurInfo));
blurSurf->getCanvas()->drawImage(std::move(depthMap), 0, 0, &blurPaint);
fLights->light(i).setShadowMap(blurSurf->makeImageSnapshot());
}
}
SkPaint shadowPaint;
sk_sp<SkShader> shadowShader = SkShadowShader::Make(std::move(povDepthShader),
std::move(diffuseShader),
fLights,
diffuseMap->width(),
diffuseMap->height(),
params);
shadowPaint.setShader(shadowShader);
this->drawRect(SkRect::MakeIWH(diffuseMap->width(), diffuseMap->height()), shadowPaint);
}
#endif
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////

View File

@ -51,7 +51,6 @@ namespace {
M(ClipPath) M(ClipRect) M(ClipRRect) M(ClipRegion) \
M(DrawPaint) M(DrawPath) M(DrawRect) M(DrawRegion) M(DrawOval) M(DrawArc) \
M(DrawRRect) M(DrawDRRect) M(DrawAnnotation) M(DrawDrawable) M(DrawPicture) \
M(DrawShadowedPicture) \
M(DrawImage) M(DrawImageNine) M(DrawImageRect) M(DrawImageLattice) \
M(DrawText) M(DrawPosText) M(DrawPosTextH) \
M(DrawTextOnPath) M(DrawTextRSXform) M(DrawTextBlob) \
@ -276,25 +275,6 @@ namespace {
c->drawPicture(picture.get(), &matrix, has_paint ? &paint : nullptr);
}
};
struct DrawShadowedPicture final : Op {
static const auto kType = Type::DrawShadowedPicture;
DrawShadowedPicture(const SkPicture* picture, const SkMatrix* matrix,
const SkPaint* paint, const SkShadowParams& params)
: picture(sk_ref_sp(picture)) {
if (matrix) { this->matrix = *matrix; }
if (paint) { this->paint = *paint; }
this->params = params;
}
sk_sp<const SkPicture> picture;
SkMatrix matrix = SkMatrix::I();
SkPaint paint;
SkShadowParams params;
void draw(SkCanvas* c, const SkMatrix&) const {
#ifdef SK_EXPERIMENTAL_SHADOWING
c->drawShadowedPicture(picture.get(), &matrix, &paint, params);
#endif
}
};
struct DrawImage final : Op {
static const auto kType = Type::DrawImage;
@ -611,11 +591,6 @@ void SkLiteDL::drawPicture(const SkPicture* picture,
const SkMatrix* matrix, const SkPaint* paint) {
this->push<DrawPicture>(0, picture, matrix, paint);
}
void SkLiteDL::drawShadowedPicture(const SkPicture* picture, const SkMatrix* matrix,
const SkPaint* paint, const SkShadowParams& params) {
push<DrawShadowedPicture>(0, picture, matrix, paint, params);
}
void SkLiteDL::drawImage(sk_sp<const SkImage> image, SkScalar x, SkScalar y, const SkPaint* paint) {
this->push<DrawImage>(0, std::move(image), x,y, paint);
}

View File

@ -55,8 +55,6 @@ public:
void drawAnnotation (const SkRect&, const char*, SkData*);
void drawDrawable (SkDrawable*, const SkMatrix*);
void drawPicture (const SkPicture*, const SkMatrix*, const SkPaint*);
void drawShadowedPicture(const SkPicture*, const SkMatrix*,
const SkPaint*, const SkShadowParams& params);
void drawText (const void*, size_t, SkScalar, SkScalar, const SkPaint&);
void drawPosText (const void*, size_t, const SkPoint[], const SkPaint&);

View File

@ -198,9 +198,3 @@ void SkLiteRecorder::onDrawAtlas(const SkImage* atlas,
void SkLiteRecorder::didTranslateZ(SkScalar dz) {
fDL->translateZ(dz);
}
void SkLiteRecorder::onDrawShadowedPicture(const SkPicture* picture,
const SkMatrix* matrix,
const SkPaint* paint,
const SkShadowParams& params) {
fDL->drawShadowedPicture(picture, matrix, paint, params);
}

View File

@ -80,12 +80,8 @@ public:
#ifdef SK_EXPERIMENTAL_SHADOWING
void didTranslateZ(SkScalar) override;
void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
const SkPaint*, const SkShadowParams& params) override;
#else
void didTranslateZ(SkScalar);
void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
const SkPaint*, const SkShadowParams& params);
#endif
private:

View File

@ -696,29 +696,6 @@ void SkPictureRecord::onDrawPicture(const SkPicture* picture, const SkMatrix* ma
this->validate(initialOffset, size);
}
void SkPictureRecord::onDrawShadowedPicture(const SkPicture* picture,
const SkMatrix* matrix,
const SkPaint* paint,
const SkShadowParams& params) {
// op + picture index
size_t size = 2 * kUInt32Size;
size_t initialOffset;
// TODO: handle recording params.
if (nullptr == matrix && nullptr == paint) {
initialOffset = this->addDraw(DRAW_PICTURE, &size);
this->addPicture(picture);
} else {
const SkMatrix& m = matrix ? *matrix : SkMatrix::I();
size += m.writeToMemory(nullptr) + kUInt32Size; // matrix + paint
initialOffset = this->addDraw(DRAW_PICTURE_MATRIX_PAINT, &size);
this->addPaintPtr(paint);
this->addMatrix(m);
this->addPicture(picture);
}
this->validate(initialOffset, size);
}
void SkPictureRecord::onDrawDrawable(SkDrawable* drawable, const SkMatrix* matrix) {
// op + drawable index
size_t size = 2 * kUInt32Size;

View File

@ -212,14 +212,6 @@ protected:
void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*) override;
#ifdef SK_EXPERIMENTAL_SHADOWING
void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
const SkPaint*, const SkShadowParams& params) override;
#else
void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
const SkPaint*, const SkShadowParams& params);
#endif
void onDrawDrawable(SkDrawable*, const SkMatrix*) override;
void onDrawAnnotation(const SkRect&, const char[], SkData*) override;

View File

@ -1,428 +0,0 @@
/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkLights.h"
#include "SkPoint3.h"
#include "SkRadialShadowMapShader.h"
////////////////////////////////////////////////////////////////////////////
#ifdef SK_EXPERIMENTAL_SHADOWING
/** \class SkRadialShadowMapShaderImpl
This subclass of shader applies shadowing radially around a light
*/
class SkRadialShadowMapShaderImpl : public SkShader {
public:
/** Create a new shadowing shader that shadows radially around a light
*/
SkRadialShadowMapShaderImpl(sk_sp<SkShader> occluderShader,
sk_sp<SkLights> lights,
int diffuseWidth, int diffuseHeight)
: fOccluderShader(std::move(occluderShader))
, fLight(std::move(lights))
, fWidth(diffuseWidth)
, fHeight(diffuseHeight) { }
bool isOpaque() const override;
#if SK_SUPPORT_GPU
sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
#endif
class ShadowMapRadialShaderContext : public SkShader::Context {
public:
// The context takes ownership of the states. It will call their destructors
// but will NOT free the memory.
ShadowMapRadialShaderContext(const SkRadialShadowMapShaderImpl&, const ContextRec&,
SkShader::Context* occluderContext,
void* heapAllocated);
~ShadowMapRadialShaderContext() override;
void shadeSpan(int x, int y, SkPMColor[], int count) override;
uint32_t getFlags() const override { return fFlags; }
private:
SkShader::Context* fOccluderContext;
uint32_t fFlags;
void* fHeapAllocated;
typedef SkShader::Context INHERITED;
};
SK_TO_STRING_OVERRIDE()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkRadialShadowMapShaderImpl)
protected:
void flatten(SkWriteBuffer&) const override;
size_t onContextSize(const ContextRec&) const override;
Context* onCreateContext(const ContextRec&, void*) const override;
private:
sk_sp<SkShader> fOccluderShader;
sk_sp<SkLights> fLight;
int fWidth;
int fHeight;
friend class SkRadialShadowMapShader;
typedef SkShader INHERITED;
};
////////////////////////////////////////////////////////////////////////////
#if SK_SUPPORT_GPU
#include "GrContext.h"
#include "GrCoordTransform.h"
#include "GrFragmentProcessor.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "SkGr.h"
#include "SkImage_Base.h"
#include "GrInvariantOutput.h"
#include "SkSpecialImage.h"
class RadialShadowMapFP : public GrFragmentProcessor {
public:
RadialShadowMapFP(sk_sp<GrFragmentProcessor> occluder,
sk_sp<SkLights> light,
int diffuseWidth, int diffuseHeight,
GrContext* context) {
fLightPos = light->light(0).pos();
fWidth = diffuseWidth;
fHeight = diffuseHeight;
this->registerChildProcessor(std::move(occluder));
this->initClassID<RadialShadowMapFP>();
}
class GLSLRadialShadowMapFP : public GrGLSLFragmentProcessor {
public:
GLSLRadialShadowMapFP() { }
void emitCode(EmitArgs& args) override {
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
const char* lightPosUniName = nullptr;
fLightPosUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType,
kDefault_GrSLPrecision,
"lightPos",
&lightPosUniName);
const char* widthUniName = nullptr;
const char* heightUniName = nullptr;
fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
kDefault_GrSLPrecision,
"width", &widthUniName);
fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
kDefault_GrSLPrecision,
"height", &heightUniName);
SkString occluder("occluder");
this->emitChild(0, nullptr, &occluder, args);
// Modify the input texture coordinates to index into our 1D output
fragBuilder->codeAppend("float distHere;");
// we use a max shadow distance of 2 times the max of width/height
fragBuilder->codeAppend("float closestDistHere = 2;");
fragBuilder->codeAppend("vec2 coords = vMatrixCoord_0_0_Stage0;");
fragBuilder->codeAppend("coords.y = 0;");
fragBuilder->codeAppend("vec2 destCoords = vec2(0,0);");
fragBuilder->codeAppendf("float step = 1.0 / %s;", heightUniName);
// assume that we are at 0, 0 light pos
// TODO use correct light positions
// this goes through each depth value in the final output buffer,
// basically raycasting outwards, and finding the first collision.
// we also increment coords.y to 2 instead 1 so our shadows stretch the whole screen.
fragBuilder->codeAppendf("for (coords.y = 0; coords.y <= 2; coords.y += step) {");
fragBuilder->codeAppend("float theta = (coords.x * 2.0 - 1.0) * 3.1415;");
fragBuilder->codeAppend("float r = coords.y;");
fragBuilder->codeAppend("destCoords = "
"vec2(r * cos(theta), - r * sin(theta)) /2.0 + 0.5;");
fragBuilder->codeAppendf("vec2 lightOffset = (vec2(%s)/vec2(%s,%s) - 0.5)"
"* vec2(1.0, 1.0);",
lightPosUniName, widthUniName, heightUniName);
fragBuilder->codeAppend("distHere = texture(uTextureSampler0_Stage1,"
"destCoords + lightOffset).b;");
fragBuilder->codeAppend("if (distHere > 0.0) {"
"closestDistHere = coords.y;"
"break;}");
fragBuilder->codeAppend("}");
fragBuilder->codeAppendf("%s = vec4(vec3(closestDistHere / 2.0),1);", args.fOutputColor);
}
static void GenKey(const GrProcessor& proc, const GrShaderCaps&,
GrProcessorKeyBuilder* b) {
b->add32(0); // nothing to add here
}
protected:
void onSetData(const GrGLSLProgramDataManager& pdman,
const GrFragmentProcessor& proc) override {
const RadialShadowMapFP &radialShadowMapFP = proc.cast<RadialShadowMapFP>();
const SkVector3& lightPos = radialShadowMapFP.lightPos();
if (lightPos != fLightPos) {
pdman.set3fv(fLightPosUni, 1, &lightPos.fX);
fLightPos = lightPos;
}
int width = radialShadowMapFP.width();
if (width != fWidth) {
pdman.set1i(fWidthUni, width);
fWidth = width;
}
int height = radialShadowMapFP.height();
if (height != fHeight) {
pdman.set1i(fHeightUni, height);
fHeight = height;
}
}
private:
SkVector3 fLightPos;
GrGLSLProgramDataManager::UniformHandle fLightPosUni;
int fWidth;
GrGLSLProgramDataManager::UniformHandle fWidthUni;
int fHeight;
GrGLSLProgramDataManager::UniformHandle fHeightUni;
};
void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
GLSLRadialShadowMapFP::GenKey(*this, caps, b);
}
const char* name() const override { return "RadialShadowMapFP"; }
const SkVector3& lightPos() const {
return fLightPos;
}
int width() const { return fWidth; }
int height() const { return fHeight; }
private:
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
return new GLSLRadialShadowMapFP;
}
bool onIsEqual(const GrFragmentProcessor& proc) const override {
const RadialShadowMapFP& radialShadowMapFP = proc.cast<RadialShadowMapFP>();
if (fWidth != radialShadowMapFP.fWidth || fHeight != radialShadowMapFP.fHeight) {
return false;
}
if (fLightPos != radialShadowMapFP.fLightPos) {
return false;
}
return true;
}
SkVector3 fLightPos;
int fHeight;
int fWidth;
};
////////////////////////////////////////////////////////////////////////////
sk_sp<GrFragmentProcessor> SkRadialShadowMapShaderImpl::asFragmentProcessor
(const AsFPArgs& fpargs) const {
sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor(fpargs);
sk_sp<GrFragmentProcessor> shadowFP = sk_make_sp<RadialShadowMapFP>(std::move(occluderFP),
fLight, fWidth, fHeight,
fpargs.fContext);
return shadowFP;
}
#endif
////////////////////////////////////////////////////////////////////////////
bool SkRadialShadowMapShaderImpl::isOpaque() const {
return fOccluderShader->isOpaque();
}
SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::ShadowMapRadialShaderContext(
const SkRadialShadowMapShaderImpl& shader, const ContextRec& rec,
SkShader::Context* occluderContext,
void* heapAllocated)
: INHERITED(shader, rec)
, fOccluderContext(occluderContext)
, fHeapAllocated(heapAllocated) {
bool isOpaque = shader.isOpaque();
// update fFlags
uint32_t flags = 0;
if (isOpaque && (255 == this->getPaintAlpha())) {
flags |= kOpaqueAlpha_Flag;
}
fFlags = flags;
}
SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::~ShadowMapRadialShaderContext() {
// The dependencies have been created outside of the context on memory that was allocated by
// the onCreateContext() method. Call the destructors and free the memory.
fOccluderContext->~Context();
sk_free(fHeapAllocated);
}
static inline SkPMColor convert(SkColor3f color, U8CPU a) {
if (color.fX <= 0.0f) {
color.fX = 0.0f;
} else if (color.fX >= 255.0f) {
color.fX = 255.0f;
}
if (color.fY <= 0.0f) {
color.fY = 0.0f;
} else if (color.fY >= 255.0f) {
color.fY = 255.0f;
}
if (color.fZ <= 0.0f) {
color.fZ = 0.0f;
} else if (color.fZ >= 255.0f) {
color.fZ = 255.0f;
}
return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ);
}
// larger is better (fewer times we have to loop), but we shouldn't
// take up too much stack-space (each one here costs 16 bytes)
#define BUFFER_MAX 16
void SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::shadeSpan
(int x, int y, SkPMColor result[], int count) {
do {
int n = SkTMin(count, BUFFER_MAX);
// just fill with white for now
SkPMColor accum = convert(SkColor3f::Make(1.0f, 1.0f, 1.0f), 0xFF);
for (int i = 0; i < n; ++i) {
result[i] = accum;
}
result += n;
x += n;
count -= n;
} while (count > 0);
}
////////////////////////////////////////////////////////////////////////////
#ifndef SK_IGNORE_TO_STRING
void SkRadialShadowMapShaderImpl::toString(SkString* str) const {
str->appendf("RadialShadowMapShader: ()");
}
#endif
sk_sp<SkFlattenable> SkRadialShadowMapShaderImpl::CreateProc(SkReadBuffer& buf) {
// Discarding SkShader flattenable params
bool hasLocalMatrix = buf.readBool();
SkAssertResult(!hasLocalMatrix);
sk_sp<SkLights> light = SkLights::MakeFromBuffer(buf);
int diffuseWidth = buf.readInt();
int diffuseHeight = buf.readInt();
sk_sp<SkShader> occluderShader(buf.readFlattenable<SkShader>());
return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader),
std::move(light),
diffuseWidth, diffuseHeight);
}
void SkRadialShadowMapShaderImpl::flatten(SkWriteBuffer& buf) const {
this->INHERITED::flatten(buf);
fLight->flatten(buf);
buf.writeInt(fWidth);
buf.writeInt(fHeight);
buf.writeFlattenable(fOccluderShader.get());
}
size_t SkRadialShadowMapShaderImpl::onContextSize(const ContextRec& rec) const {
return sizeof(ShadowMapRadialShaderContext);
}
SkShader::Context* SkRadialShadowMapShaderImpl::onCreateContext(const ContextRec& rec,
void* storage) const {
size_t heapRequired = fOccluderShader->contextSize(rec);
void* heapAllocated = sk_malloc_throw(heapRequired);
void* occluderContextStorage = heapAllocated;
SkShader::Context* occluderContext =
fOccluderShader->createContext(rec, occluderContextStorage);
if (!occluderContext) {
sk_free(heapAllocated);
return nullptr;
}
return new (storage) ShadowMapRadialShaderContext(*this, rec, occluderContext, heapAllocated);
}
///////////////////////////////////////////////////////////////////////////////
sk_sp<SkShader> SkRadialShadowMapShader::Make(sk_sp<SkShader> occluderShader,
sk_sp<SkLights> light,
int diffuseWidth, int diffuseHeight) {
if (!occluderShader) {
// TODO: Use paint's color in absence of a diffuseShader
// TODO: Use a default implementation of normalSource instead
return nullptr;
}
return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader),
std::move(light),
diffuseWidth, diffuseHeight);
}
///////////////////////////////////////////////////////////////////////////////
SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRadialShadowMapShader)
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRadialShadowMapShaderImpl)
SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
///////////////////////////////////////////////////////////////////////////////
#endif

View File

@ -1,31 +0,0 @@
/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkReadBuffer.h"
#ifndef SkRadialShadowMapShader_DEFINED
#define SkRadialShadowMapShader_DEFINED
#ifdef SK_EXPERIMENTAL_SHADOWING
class SkLights;
class SkShader;
class SK_API SkRadialShadowMapShader {
public:
/** This shader creates a 1D strip depth map for radial lights.
* It can only take in 1 light to generate one shader at a time.
*/
static sk_sp<SkShader> Make(sk_sp<SkShader> occluderShader,
sk_sp<SkLights> light,
int diffuseWidth, int diffuseHeight);
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
};
#endif
#endif

View File

@ -117,13 +117,6 @@ DRAW(DrawPaint, drawPaint(r.paint));
DRAW(DrawPath, drawPath(r.path, r.paint));
DRAW(DrawPatch, drawPatch(r.cubics, r.colors, r.texCoords, r.bmode, r.paint));
DRAW(DrawPicture, drawPicture(r.picture.get(), &r.matrix, r.paint));
#ifdef SK_EXPERIMENTAL_SHADOWING
DRAW(DrawShadowedPicture, drawShadowedPicture(r.picture.get(), &r.matrix, r.paint, r.params));
#else
template <> void Draw::draw(const DrawShadowedPicture& r) { }
#endif
DRAW(DrawPoints, drawPoints(r.mode, r.count, r.pts, r.paint));
DRAW(DrawPosText, drawPosText(r.text, r.byteLength, r.pos, r.paint));
DRAW(DrawPosTextH, drawPosTextH(r.text, r.byteLength, r.xpos, r.y, r.paint));
@ -474,12 +467,6 @@ private:
return this->adjustAndMap(dst, op.paint);
}
Bounds bounds(const DrawShadowedPicture& op) const {
SkRect dst = op.picture->cullRect();
op.matrix.mapRect(&dst);
return this->adjustAndMap(dst, op.paint);
}
Bounds bounds(const DrawPosText& op) const {
const int N = op.paint.countText(op.text, op.byteLength);
if (N == 0) {

View File

@ -310,23 +310,6 @@ void SkRecorder::onDrawPicture(const SkPicture* pic, const SkMatrix* matrix, con
}
}
void SkRecorder::onDrawShadowedPicture(const SkPicture* pic, const SkMatrix* matrix,
const SkPaint* paint, const SkShadowParams& params) {
if (fDrawPictureMode == Record_DrawPictureMode) {
fApproxBytesUsedBySubPictures += pic->approximateBytesUsed();
APPEND(DrawShadowedPicture, this->copy(paint),
sk_ref_sp(pic),
matrix ? *matrix : SkMatrix::I(),
params);
} else {
// TODO update pic->playback(this) to draw the shadowed pic
SkASSERT(fDrawPictureMode == Playback_DrawPictureMode);
SkAutoCanvasMatrixPaint acmp(this, matrix, paint, pic->cullRect());
pic->playback(this);
}
}
void SkRecorder::onDrawVerticesObject(const SkVertices* vertices, SkBlendMode bmode,
const SkPaint& paint) {
APPEND(DrawVertices, paint, sk_ref_sp(const_cast<SkVertices*>(vertices)), bmode);

View File

@ -135,18 +135,6 @@ public:
void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*) override;
#ifdef SK_EXPERIMENTAL_SHADOWING
void onDrawShadowedPicture(const SkPicture*,
const SkMatrix*,
const SkPaint*,
const SkShadowParams& params) override;
#else
void onDrawShadowedPicture(const SkPicture*,
const SkMatrix*,
const SkPaint*,
const SkShadowParams& params);
#endif
void onDrawAnnotation(const SkRect&, const char[], SkData*) override;
sk_sp<SkSurface> onNewSurface(const SkImageInfo&, const SkSurfaceProps&) override;

View File

@ -1,955 +0,0 @@
/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkCanvas.h"
#include "SkReadBuffer.h"
#include "SkShadowShader.h"
////////////////////////////////////////////////////////////////////////////
#ifdef SK_EXPERIMENTAL_SHADOWING
/** \class SkShadowShaderImpl
This subclass of shader applies shadowing
*/
class SkShadowShaderImpl : public SkShader {
public:
/** Create a new shadowing shader that shadows
@param to do to do
*/
SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
sk_sp<SkShader> diffuseShader,
sk_sp<SkLights> lights,
int diffuseWidth, int diffuseHeight,
const SkShadowParams& params)
: fPovDepthShader(std::move(povDepthShader))
, fDiffuseShader(std::move(diffuseShader))
, fLights(std::move(lights))
, fDiffuseWidth(diffuseWidth)
, fDiffuseHeight(diffuseHeight)
, fShadowParams(params) { }
bool isOpaque() const override;
#if SK_SUPPORT_GPU
sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
#endif
class ShadowShaderContext : public SkShader::Context {
public:
// The context takes ownership of the states. It will call their destructors
// but will NOT free the memory.
ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&,
SkShader::Context* povDepthContext,
SkShader::Context* diffuseContext,
void* heapAllocated);
~ShadowShaderContext() override;
void shadeSpan(int x, int y, SkPMColor[], int count) override;
uint32_t getFlags() const override { return fFlags; }
private:
SkShader::Context* fPovDepthContext;
SkShader::Context* fDiffuseContext;
uint32_t fFlags;
void* fHeapAllocated;
int fNonAmbLightCnt;
SkPixmap* fShadowMapPixels;
typedef SkShader::Context INHERITED;
};
SK_TO_STRING_OVERRIDE()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl)
protected:
void flatten(SkWriteBuffer&) const override;
size_t onContextSize(const ContextRec&) const override;
Context* onCreateContext(const ContextRec&, void*) const override;
private:
sk_sp<SkShader> fPovDepthShader;
sk_sp<SkShader> fDiffuseShader;
sk_sp<SkLights> fLights;
int fDiffuseWidth;
int fDiffuseHeight;
SkShadowParams fShadowParams;
friend class SkShadowShader;
typedef SkShader INHERITED;
};
////////////////////////////////////////////////////////////////////////////
#if SK_SUPPORT_GPU
#include "GrCoordTransform.h"
#include "GrFragmentProcessor.h"
#include "GrInvariantOutput.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "SkGr.h"
#include "SkSpecialImage.h"
#include "SkImage_Base.h"
#include "GrContext.h"
class ShadowFP : public GrFragmentProcessor {
public:
ShadowFP(sk_sp<GrFragmentProcessor> povDepth,
sk_sp<GrFragmentProcessor> diffuse,
sk_sp<SkLights> lights,
int diffuseWidth, int diffuseHeight,
const SkShadowParams& params,
GrContext* context) {
fAmbientColor = lights->ambientLightColor();
fNumNonAmbLights = 0; // count of non-ambient lights
for (int i = 0; i < lights->numLights(); ++i) {
if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
fLightColor[fNumNonAmbLights] = lights->light(i).color();
if (SkLights::Light::kPoint_LightType == lights->light(i).type()) {
fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
fLightColor[fNumNonAmbLights].scale(lights->light(i).intensity());
} else {
fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
}
fIsPointLight[fNumNonAmbLights] =
SkLights::Light::kPoint_LightType == lights->light(i).type();
fIsRadialLight[fNumNonAmbLights] = lights->light(i).isRadial();
SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
// gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
GrSamplerParams::ClampNoFilter(),
SkDestinationSurfaceColorMode::kLegacy,
nullptr));
fDepthMapSampler[fNumNonAmbLights].reset(fTexture[fNumNonAmbLights].get());
this->addTextureSampler(&fDepthMapSampler[fNumNonAmbLights]);
fDepthMapHeight[fNumNonAmbLights] = shadowMap->height();
fDepthMapWidth[fNumNonAmbLights] = shadowMap->width();
fNumNonAmbLights++;
}
}
fWidth = diffuseWidth;
fHeight = diffuseHeight;
fShadowParams = params;
this->registerChildProcessor(std::move(povDepth));
this->registerChildProcessor(std::move(diffuse));
this->initClassID<ShadowFP>();
}
class GLSLShadowFP : public GrGLSLFragmentProcessor {
public:
GLSLShadowFP() { }
void emitCode(EmitArgs& args) override {
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>();
SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbientLights);
// add uniforms
int32_t numLights = shadowFP.fNumNonAmbLights;
SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
int blurAlgorithm = shadowFP.fShadowParams.fType;
const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* ambientColorUniName = nullptr;
const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* widthUniName = nullptr; // dimensions of povDepth
const char* heightUniName = nullptr;
const char* shBiasUniName = nullptr;
const char* minVarianceUniName = nullptr;
// setting uniforms
for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
SkString lightDirOrPosUniNameStr("lightDir");
lightDirOrPosUniNameStr.appendf("%d", i);
SkString lightColorUniNameStr("lightColor");
lightColorUniNameStr.appendf("%d", i);
SkString lightIntensityUniNameStr("lightIntensity");
lightIntensityUniNameStr.appendf("%d", i);
SkString depthMapWidthUniNameStr("dmapWidth");
depthMapWidthUniNameStr.appendf("%d", i);
SkString depthMapHeightUniNameStr("dmapHeight");
depthMapHeightUniNameStr.appendf("%d", i);
fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType,
kDefault_GrSLPrecision,
lightDirOrPosUniNameStr.c_str(),
&lightDirOrPosUniName[i]);
fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType,
kDefault_GrSLPrecision,
lightColorUniNameStr.c_str(),
&lightColorUniName[i]);
fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
kDefault_GrSLPrecision,
depthMapWidthUniNameStr.c_str(),
&depthMapWidthUniName[i]);
fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
kDefault_GrSLPrecision,
depthMapHeightUniNameStr.c_str(),
&depthMapHeightUniName[i]);
}
fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kFloat_GrSLType,
kDefault_GrSLPrecision,
"shadowBias", &shBiasUniName);
fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kFloat_GrSLType,
kDefault_GrSLPrecision,
"minVariance", &minVarianceUniName);
fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
kDefault_GrSLPrecision,
"width", &widthUniName);
fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
kDefault_GrSLPrecision,
"height", &heightUniName);
fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType, kDefault_GrSLPrecision,
"AmbientColor", &ambientColorUniName);
SkString povDepthSampler("_povDepth");
SkString povDepth("povDepth");
this->emitChild(0, nullptr, &povDepthSampler, args);
fragBuilder->codeAppendf("vec4 %s = %s;", povDepth.c_str(), povDepthSampler.c_str());
SkString diffuseColorSampler("_inDiffuseColor");
SkString diffuseColor("inDiffuseColor");
this->emitChild(1, nullptr, &diffuseColorSampler, args);
fragBuilder->codeAppendf("vec4 %s = %s;", diffuseColor.c_str(),
diffuseColorSampler.c_str());
SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str());
fragBuilder->codeAppend ("vec3 totalLightColor = vec3(0);");
// probability that a fragment is lit. For each light, we multiply this by the
// light's color to get its contribution to totalLightColor.
fragBuilder->codeAppend ("float lightProbability;");
// coordinates of current fragment in world space
fragBuilder->codeAppend ("vec3 worldCor;");
// Multiply by 255 to transform from sampler coordinates to world
// coordinates (since 1 channel is 0xFF)
// Note: vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
fragBuilder->codeAppendf("worldCor = vec3(vMatrixCoord_0_1_Stage0 * "
"vec2(%s, %s), %s.b * 255);",
widthUniName, heightUniName, povDepth.c_str());
// Applies the offset indexing that goes from our view space into the light's space.
for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
SkString povCoord("povCoord");
povCoord.appendf("%d", i);
SkString offset("offset");
offset.appendf("%d", i);
fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
if (shadowFP.fIsPointLight[i]) {
fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor;",
i, lightDirOrPosUniName[i]);
fragBuilder->codeAppendf("float dist%d = length(fragToLight%d);",
i, i);
fragBuilder->codeAppendf("%s = vec2(-fragToLight%d) * povDepth.b;",
offset.c_str(), i);
fragBuilder->codeAppendf("fragToLight%d = normalize(fragToLight%d);",
i, i);
}
if (shadowFP.fIsRadialLight[i]) {
fragBuilder->codeAppendf("vec2 %s = vec2(vMatrixCoord_0_1_Stage0.x, "
"1 - vMatrixCoord_0_1_Stage0.y);\n",
povCoord.c_str());
fragBuilder->codeAppendf("%s = (%s) * 2.0 - 1.0 + (vec2(%s)/vec2(%s,%s) - 0.5)"
"* vec2(-2.0, 2.0);\n",
povCoord.c_str(), povCoord.c_str(),
lightDirOrPosUniName[i],
widthUniName, heightUniName);
fragBuilder->codeAppendf("float theta = atan(%s.y, %s.x);",
povCoord.c_str(), povCoord.c_str());
fragBuilder->codeAppendf("float r = length(%s);", povCoord.c_str());
// map output of atan to [0, 1]
fragBuilder->codeAppendf("%s.x = (theta + 3.1415) / (2.0 * 3.1415);",
povCoord.c_str());
fragBuilder->codeAppendf("%s.y = 0.0;", povCoord.c_str());
} else {
// note that we flip the y-coord of the offset and then later add
// a value just to the y-coord of povCoord. This is to account for
// the shifted origins from switching from raster into GPU.
if (shadowFP.fIsPointLight[i]) {
// the 0.375s are precalculated transform values, given that the depth
// maps for pt lights are 4x the size (linearly) as diffuse maps.
// The vec2(0.375, -0.375) is used to transform us to
// the center of the map.
fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *"
"vMatrixCoord_0_1_Stage0 +"
"vec2(0,%s - %s)"
"+ %s) / (vec2(%s, %s))) +"
"vec2(0.375, -0.375);",
povCoord.c_str(),
widthUniName, heightUniName,
depthMapHeightUniName[i], heightUniName,
offset.c_str(),
depthMapWidthUniName[i],
depthMapWidthUniName[i]);
} else {
fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * "
"vec2(255.0, -255.0);",
offset.c_str(), lightDirOrPosUniName[i]);
fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *"
"vMatrixCoord_0_1_Stage0 +"
"vec2(0,%s - %s)"
"+ %s) / vec2(%s, %s));",
povCoord.c_str(),
widthUniName, heightUniName,
depthMapHeightUniName[i], heightUniName,
offset.c_str(),
depthMapWidthUniName[i],
depthMapWidthUniName[i]);
}
}
fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i],
povCoord.c_str(),
kVec2f_GrSLType);
}
// helper variables for calculating shadowing
// variance of depth at this fragment in the context of surrounding area
// (area size and weighting dependent on blur size and type)
fragBuilder->codeAppendf("float variance;");
// the difference in depth between the user POV and light POV.
fragBuilder->codeAppendf("float d;");
// add up light contributions from all lights to totalLightColor
for (int i = 0; i < numLights; i++) {
fragBuilder->codeAppendf("lightProbability = 1;");
if (shadowFP.fIsRadialLight[i]) {
fragBuilder->codeAppend("totalLightColor = vec3(0);");
fragBuilder->codeAppend("vec2 tc = vec2(povCoord0.x, 0.0);");
fragBuilder->codeAppend("float depth = texture(uTextureSampler0_Stage1,"
"povCoord0).b * 2.0;");
fragBuilder->codeAppendf("lightProbability = step(r, depth);");
// 2 is the maximum depth. If this is reached, probably we have
// not intersected anything. So values after this should be unshadowed.
fragBuilder->codeAppendf("if (%s.b != 0 || depth == 2) {"
"lightProbability = 1.0; }",
povDepth.c_str());
} else {
// 1/512 == .00195... is less than half a pixel; imperceptible
fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {",
povDepth.c_str(), depthMaps[i].c_str());
if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
// We mess with depth and depth^2 in their given scales.
// (i.e. between 0 and 1)
fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s.g);",
i, depthMaps[i].c_str(), depthMaps[i].c_str());
// variance biasing lessens light bleeding
fragBuilder->codeAppendf("variance = max(moments%d.y - "
"(moments%d.x * moments%d.x),"
"%s);", i, i, i,
minVarianceUniName);
fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;",
povDepth.c_str(), i);
fragBuilder->codeAppendf("lightProbability = "
"(variance / (variance + d * d));");
SkString clamp("clamp");
clamp.appendf("%d", i);
// choosing between light artifacts or correct shape shadows
// linstep
fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /"
"(1 - %s), 0, 1);",
clamp.c_str(), shBiasUniName, shBiasUniName);
fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_str());
} else {
fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
povDepth.c_str(), depthMaps[i].c_str());
fragBuilder->codeAppendf("lightProbability = 1;");
fragBuilder->codeAppendf("} else { lightProbability = 0; }");
}
// VSM: The curved shadows near plane edges are artifacts from blurring
// lightDir.z is equal to the lightDir dot the surface normal.
fragBuilder->codeAppendf("}");
}
if (shadowFP.isPointLight(i)) {
fragBuilder->codeAppendf("totalLightColor += max(fragToLight%d.z, 0) * %s /"
"(1 + dist%d) * lightProbability;",
i, lightColorUniName[i], i);
} else {
fragBuilder->codeAppendf("totalLightColor += %s.z * %s * lightProbability;",
lightDirOrPosUniName[i],
lightColorUniName[i]);
}
fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniName);
fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightColor, 1);",
args.fOutputColor);
}
}
static void GenKey(const GrProcessor& proc, const GrShaderCaps&,
GrProcessorKeyBuilder* b) {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
b->add32(shadowFP.fNumNonAmbLights);
int isPLR = 0;
for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
isPLR = isPLR | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
isPLR = isPLR | ((shadowFP.fIsRadialLight[i] ? 1 : 0) << (i+4));
}
b->add32(isPLR);
b->add32(shadowFP.fShadowParams.fType);
}
protected:
void onSetData(const GrGLSLProgramDataManager& pdman,
const GrFragmentProcessor& proc) override {
const ShadowFP &shadowFP = proc.cast<ShadowFP>();
for (int i = 0; i < shadowFP.numLights(); i++) {
const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i);
if (lightDirOrPos != fLightDirOrPos[i]) {
pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX);
fLightDirOrPos[i] = lightDirOrPos;
}
const SkColor3f& lightColor = shadowFP.lightColor(i);
if (lightColor != fLightColor[i]) {
pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
fLightColor[i] = lightColor;
}
int depthMapWidth = shadowFP.depthMapWidth(i);
if (depthMapWidth != fDepthMapWidth[i]) {
pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
fDepthMapWidth[i] = depthMapWidth;
}
int depthMapHeight = shadowFP.depthMapHeight(i);
if (depthMapHeight != fDepthMapHeight[i]) {
pdman.set1i(fDepthMapHeightUni[i], depthMapHeight);
fDepthMapHeight[i] = depthMapHeight;
}
}
SkScalar biasingConstant = shadowFP.shadowParams().fBiasingConstant;
if (biasingConstant != fBiasingConstant) {
pdman.set1f(fBiasingConstantUni, biasingConstant);
fBiasingConstant = biasingConstant;
}
SkScalar minVariance = shadowFP.shadowParams().fMinVariance;
if (minVariance != fMinVariance) {
// transform variance from pixel-scale to normalized scale
pdman.set1f(fMinVarianceUni, minVariance / 65536.0f);
fMinVariance = minVariance / 65536.0f;
}
int width = shadowFP.width();
if (width != fWidth) {
pdman.set1i(fWidthUni, width);
fWidth = width;
}
int height = shadowFP.height();
if (height != fHeight) {
pdman.set1i(fHeightUni, height);
fHeight = height;
}
const SkColor3f& ambientColor = shadowFP.ambientColor();
if (ambientColor != fAmbientColor) {
pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
fAmbientColor = ambientColor;
}
}
private:
SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights];
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fLightColorUni[SkShadowShader::kMaxNonAmbientLights];
int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights];
int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights];
int fWidth;
GrGLSLProgramDataManager::UniformHandle fWidthUni;
int fHeight;
GrGLSLProgramDataManager::UniformHandle fHeightUni;
SkScalar fBiasingConstant;
GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni;
SkScalar fMinVariance;
GrGLSLProgramDataManager::UniformHandle fMinVarianceUni;
SkColor3f fAmbientColor;
GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
};
void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
GLSLShadowFP::GenKey(*this, caps, b);
}
const char* name() const override { return "shadowFP"; }
int32_t numLights() const { return fNumNonAmbLights; }
const SkColor3f& ambientColor() const { return fAmbientColor; }
bool isPointLight(int i) const {
SkASSERT(i < fNumNonAmbLights);
return fIsPointLight[i];
}
bool isRadialLight(int i) const {
SkASSERT(i < fNumNonAmbLights);
return fIsRadialLight[i];
}
const SkVector3& lightDirOrPos(int i) const {
SkASSERT(i < fNumNonAmbLights);
return fLightDirOrPos[i];
}
const SkVector3& lightColor(int i) const {
SkASSERT(i < fNumNonAmbLights);
return fLightColor[i];
}
int depthMapWidth(int i) const {
SkASSERT(i < fNumNonAmbLights);
return fDepthMapWidth[i];
}
int depthMapHeight(int i) const {
SkASSERT(i < fNumNonAmbLights);
return fDepthMapHeight[i];
}
int width() const {return fWidth; }
int height() const {return fHeight; }
const SkShadowParams& shadowParams() const {return fShadowParams; }
private:
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; }
bool onIsEqual(const GrFragmentProcessor& proc) const override {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
if (fAmbientColor != shadowFP.fAmbientColor ||
fNumNonAmbLights != shadowFP.fNumNonAmbLights) {
return false;
}
if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
return false;
}
for (int i = 0; i < fNumNonAmbLights; i++) {
if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] ||
fLightColor[i] != shadowFP.fLightColor[i] ||
fIsPointLight[i] != shadowFP.fIsPointLight[i] ||
fIsRadialLight[i] != shadowFP.fIsRadialLight[i]) {
return false;
}
if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] ||
fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
return false;
}
}
return true;
}
int fNumNonAmbLights;
bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
bool fIsRadialLight[SkShadowShader::kMaxNonAmbientLights];
SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
TextureSampler fDepthMapSampler[SkShadowShader::kMaxNonAmbientLights];
sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
int fHeight;
int fWidth;
SkShadowParams fShadowParams;
SkColor3f fAmbientColor;
};
////////////////////////////////////////////////////////////////////////////
sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArgs& fpargs) const {
sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor(fpargs);
sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(fpargs);
sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDepthFP),
std::move(diffuseFP),
std::move(fLights),
fDiffuseWidth, fDiffuseHeight,
fShadowParams, fpargs.fContext);
return shadowfp;
}
#endif
////////////////////////////////////////////////////////////////////////////
bool SkShadowShaderImpl::isOpaque() const {
return fDiffuseShader->isOpaque();
}
SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext(
const SkShadowShaderImpl& shader, const ContextRec& rec,
SkShader::Context* povDepthContext,
SkShader::Context* diffuseContext,
void* heapAllocated)
: INHERITED(shader, rec)
, fPovDepthContext(povDepthContext)
, fDiffuseContext(diffuseContext)
, fHeapAllocated(heapAllocated) {
bool isOpaque = shader.isOpaque();
// update fFlags
uint32_t flags = 0;
if (isOpaque && (255 == this->getPaintAlpha())) {
flags |= kOpaqueAlpha_Flag;
}
fFlags = flags;
const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader);
fNonAmbLightCnt = lightShader.fLights->numLights();
fShadowMapPixels = new SkPixmap[fNonAmbLightCnt];
for (int i = 0; i < fNonAmbLightCnt; i++) {
if (lightShader.fLights->light(i).type() == SkLights::Light::kDirectional_LightType) {
lightShader.fLights->light(i).getShadowMap()->
peekPixels(&fShadowMapPixels[i]);
}
}
}
SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() {
delete[] fShadowMapPixels;
// The dependencies have been created outside of the context on memory that was allocated by
// the onCreateContext() method. Call the destructors and free the memory.
fPovDepthContext->~Context();
fDiffuseContext->~Context();
sk_free(fHeapAllocated);
}
static inline SkPMColor convert(SkColor3f color, U8CPU a) {
if (color.fX <= 0.0f) {
color.fX = 0.0f;
} else if (color.fX >= 255.0f) {
color.fX = 255.0f;
}
if (color.fY <= 0.0f) {
color.fY = 0.0f;
} else if (color.fY >= 255.0f) {
color.fY = 255.0f;
}
if (color.fZ <= 0.0f) {
color.fZ = 0.0f;
} else if (color.fZ >= 255.0f) {
color.fZ = 255.0f;
}
return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ);
}
// larger is better (fewer times we have to loop), but we shouldn't
// take up too much stack-space (each one here costs 16 bytes)
#define BUFFER_MAX 16
void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
SkPMColor result[], int count) {
const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader);
SkPMColor diffuse[BUFFER_MAX];
SkPMColor povDepth[BUFFER_MAX];
do {
int n = SkTMin(count, BUFFER_MAX);
fDiffuseContext->shadeSpan(x, y, diffuse, n);
fPovDepthContext->shadeSpan(x, y, povDepth, n);
for (int i = 0; i < n; ++i) {
SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
SkColor povDepthColor = povDepth[i];
SkColor3f totalLight = lightShader.fLights->ambientLightColor();
// This is all done in linear unpremul color space (each component 0..255.0f though)
for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
const SkLights::Light& light = lightShader.fLights->light(l);
int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel
if (light.type() == SkLights::Light::kDirectional_LightType) {
int xOffset = SkScalarRoundToInt(light.dir().fX * pvDepth);
int yOffset = SkScalarRoundToInt(light.dir().fY * pvDepth);
int shX = SkClampMax(x + i + xOffset, light.getShadowMap()->width() - 1);
int shY = SkClampMax(y + yOffset, light.getShadowMap()->height() - 1);
int shDepth = 0;
int shDepthsq = 0;
// pixmaps that point to things have nonzero heights
if (fShadowMapPixels[l].height() > 0) {
uint32_t pix = *fShadowMapPixels[l].addr32(shX, shY);
SkColor shColor(pix);
shDepth = SkColorGetB(shColor);
shDepthsq = SkColorGetG(shColor) * 256;
} else {
// Make lights w/o a shadow map receive the full light contribution
shDepth = pvDepth;
}
SkScalar lightProb = 1.0f;
if (pvDepth < shDepth) {
if (lightShader.fShadowParams.fType ==
SkShadowParams::ShadowType::kVariance_ShadowType) {
int variance = SkMaxScalar(shDepthsq - shDepth * shDepth,
lightShader.fShadowParams.fMinVariance);
int d = pvDepth - shDepth;
lightProb = (SkScalar) variance / ((SkScalar) (variance + d * d));
SkScalar bias = lightShader.fShadowParams.fBiasingConstant;
lightProb = SkMaxScalar((lightProb - bias) / (1.0f - bias), 0.0f);
} else {
lightProb = 0.0f;
}
}
// assume object normals are pointing straight up
totalLight.fX += light.dir().fZ * light.color().fX * lightProb;
totalLight.fY += light.dir().fZ * light.color().fY * lightProb;
totalLight.fZ += light.dir().fZ * light.color().fZ * lightProb;
} else {
// right now we only expect directional and point light types.
SkASSERT(light.type() == SkLights::Light::kPoint_LightType);
int height = lightShader.fDiffuseHeight;
SkVector3 fragToLight = SkVector3::Make(light.pos().fX - x - i,
light.pos().fY - (height - y),
light.pos().fZ - pvDepth);
SkScalar dist = fragToLight.length();
SkScalar normalizedZ = fragToLight.fZ / dist;
SkScalar distAttenuation = light.intensity() / (1.0f + dist);
// assume object normals are pointing straight up
totalLight.fX += normalizedZ * light.color().fX * distAttenuation;
totalLight.fY += normalizedZ * light.color().fY * distAttenuation;
totalLight.fZ += normalizedZ * light.color().fZ * distAttenuation;
}
}
SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * totalLight.fX,
SkColorGetG(diffColor) * totalLight.fY,
SkColorGetB(diffColor) * totalLight.fZ);
result[i] = convert(totalColor, SkColorGetA(diffColor));
}
result += n;
x += n;
count -= n;
} while (count > 0);
}
////////////////////////////////////////////////////////////////////////////
#ifndef SK_IGNORE_TO_STRING
void SkShadowShaderImpl::toString(SkString* str) const {
str->appendf("ShadowShader: ()");
}
#endif
sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) {
// Discarding SkShader flattenable params
bool hasLocalMatrix = buf.readBool();
SkAssertResult(!hasLocalMatrix);
sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf);
SkShadowParams params;
params.fMinVariance = buf.readScalar();
params.fBiasingConstant = buf.readScalar();
params.fType = (SkShadowParams::ShadowType) buf.readInt();
params.fShadowRadius = buf.readScalar();
int diffuseWidth = buf.readInt();
int diffuseHeight = buf.readInt();
sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>());
sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
std::move(diffuseShader),
std::move(lights),
diffuseWidth, diffuseHeight,
params);
}
void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
this->INHERITED::flatten(buf);
fLights->flatten(buf);
buf.writeScalar(fShadowParams.fMinVariance);
buf.writeScalar(fShadowParams.fBiasingConstant);
buf.writeInt(fShadowParams.fType);
buf.writeScalar(fShadowParams.fShadowRadius);
buf.writeInt(fDiffuseWidth);
buf.writeInt(fDiffuseHeight);
buf.writeFlattenable(fPovDepthShader.get());
buf.writeFlattenable(fDiffuseShader.get());
}
size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
return sizeof(ShadowShaderContext);
}
SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec,
void* storage) const {
size_t heapRequired = fPovDepthShader->contextSize(rec) +
fDiffuseShader->contextSize(rec);
void* heapAllocated = sk_malloc_throw(heapRequired);
void* povDepthContextStorage = heapAllocated;
SkShader::Context* povDepthContext =
fPovDepthShader->createContext(rec, povDepthContextStorage);
if (!povDepthContext) {
sk_free(heapAllocated);
return nullptr;
}
void* diffuseContextStorage = (char*)heapAllocated + fPovDepthShader->contextSize(rec);
SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffuseContextStorage);
if (!diffuseContext) {
sk_free(heapAllocated);
return nullptr;
}
return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffuseContext,
heapAllocated);
}
///////////////////////////////////////////////////////////////////////////////
sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader,
sk_sp<SkShader> diffuseShader,
sk_sp<SkLights> lights,
int diffuseWidth, int diffuseHeight,
const SkShadowParams& params) {
if (!povDepthShader || !diffuseShader) {
// TODO: Use paint's color in absence of a diffuseShader
// TODO: Use a default implementation of normalSource instead
return nullptr;
}
return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
std::move(diffuseShader),
std::move(lights),
diffuseWidth, diffuseHeight,
params);
}
///////////////////////////////////////////////////////////////////////////////
SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
///////////////////////////////////////////////////////////////////////////////
#endif

View File

@ -1,40 +0,0 @@
/*
* 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 SkShadowShader_DEFINED
#define SkShadowShader_DEFINED
#ifdef SK_EXPERIMENTAL_SHADOWING
class SkLights;
class SkShader;
class SK_API SkShadowShader {
public:
/** This shader combines the diffuse color in 'diffuseShader' with the shadows
* determined by the 'povDepthShader' and the shadow maps stored in each of the
* lights in 'lights'
*
* Please note that the shadow shader is required to be in Stage0, otherwise
* the texture coords will be wrong within the shader.
*/
static sk_sp<SkShader> Make(sk_sp<SkShader> povDepthShader,
sk_sp<SkShader> diffuseShader,
sk_sp<SkLights> lights,
int diffuseWidth, int diffuseHeight,
const SkShadowParams& params);
// The shadow shader supports any number of ambient lights, but only
// 4 non-ambient lights (currently just refers to directional lights).
static constexpr int kMaxNonAmbientLights = 4;
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
};
#endif
#endif

View File

@ -1,307 +0,0 @@
/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkPathEffect.h"
#include "SkShadowPaintFilterCanvas.h"
#ifdef SK_EXPERIMENTAL_SHADOWING
SkShadowPaintFilterCanvas::SkShadowPaintFilterCanvas(SkCanvas *canvas)
: SkPaintFilterCanvas(canvas) {
fShadowParams.fShadowRadius = 0.0f;
fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
fShadowParams.fBiasingConstant = 0.0f;
fShadowParams.fMinVariance = 0.0f;
}
// TODO use a shader instead
bool SkShadowPaintFilterCanvas::onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const {
if (*paint) {
int z = this->getZ();
SkASSERT(z <= 0xFF && z >= 0x00);
SkPaint newPaint;
newPaint.setPathEffect(sk_ref_sp<SkPathEffect>((*paint)->getPathEffect()));
SkColor color = 0xFF000000; // init color to opaque black
color |= z; // Put the index into the blue component
if (fShadowParams.fType == SkShadowParams::kVariance_ShadowType) {
int z2 = z * z;
if (z2 > 255 * 256) {
color |= 0xff00;
} else {
// Let's only store the more significant bits of z2 to save space.
// In practice, this should barely impact shadow blur quality.
color |= z2 & 0x0000ff00;
}
}
newPaint.setColor(color);
*paint->writable() = newPaint;
}
return true;
}
SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
int width, int height) {
if (light.type() != SkLights::Light::kDirectional_LightType) {
// Calculating the right depth map size for point lights is complex,
// as it depends on the max depth, the max depth delta, the location
// of the point light and the shapes, etc... If we take upper bounds
// on those metrics, the shadow map will be pretty big in any case.
// Thus, just using 4x the width and height seems to work for most scenes.
return {width * 4, height * 4};
}
int dMapWidth = SkMin32(maxDepth * fabs(light.dir().fX) + width,
width * 2);
int dMapHeight = SkMin32(maxDepth * fabs(light.dir().fY) + height,
height * 2);
return SkISize::Make(dMapWidth, dMapHeight);
}
void SkShadowPaintFilterCanvas::setShadowParams(const SkShadowParams &params) {
fShadowParams = params;
}
void SkShadowPaintFilterCanvas::onDrawPicture(const SkPicture *picture, const SkMatrix *matrix,
const SkPaint *paint) {
SkTCopyOnFirstWrite<SkPaint> filteredPaint(paint);
if (this->onFilter(&filteredPaint, kPicture_Type)) {
SkCanvas::onDrawPicture(picture, matrix, filteredPaint);
}
}
void SkShadowPaintFilterCanvas::updateMatrix() {
// It is up to the user to set the 0th light in fLights to
// the light the want to render the depth map with.
if (this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
const SkVector3& lightDir = this->fLights->light(0).dir();
SkScalar x = lightDir.fX * this->getZ();
SkScalar y = lightDir.fY * this->getZ();
this->translate(x, y);
} else if (this->fLights->light(0).type() == SkLights::Light::kPoint_LightType) {
SkISize size = this->getBaseLayerSize();
SkPoint3 lightPos = this->fLights->light(0).pos();
// shadow maps for point lights are 4x the size of the diffuse map, by experimentation
// (see SPFCanvas::ComputeDepthMapSize())
SkScalar diffuseHeight = size.fHeight / 4.0f;
// move point light with canvas's CTM
SkPoint lightPoint = SkPoint::Make(lightPos.fX, diffuseHeight - lightPos.fY);
SkMatrix mat = this->getTotalMatrix();
if (mat.invert(&mat)) {
mat.mapPoints(&lightPoint, 1);
}
lightPoint.set(lightPoint.fX, diffuseHeight - lightPoint.fY);
// center the shadow map
// note: the 3/8 constant is specific to the 4.0 depth map size multiplier
mat = this->getTotalMatrix();
mat.postTranslate(size.width() * 0.375f, size.height() * 0.375f);
this->setMatrix(mat);
// project shapes onto canvas as shadows
SkScalar scale = (lightPos.fZ) / (lightPos.fZ - this->getZ());
this->scale(scale, scale);
this->translate(-lightPoint.fX * this->getZ() /
((lightPos.fZ - this->getZ()) * scale),
-(diffuseHeight - lightPoint.fY) * this->getZ() /
((lightPos.fZ - this->getZ()) * scale));
}
}
void SkShadowPaintFilterCanvas::onDrawPaint(const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPaint(paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPoints(mode, count, pts, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawRect(const SkRect &rect, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawRect(rect, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawRRect(const SkRRect &rrect, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawRRect(rrect, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawDRRect(const SkRRect &outer, const SkRRect &inner,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawDRRect(outer, inner, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawOval(const SkRect &rect, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawOval(rect, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawArc(const SkRect &rect, SkScalar startAngle,
SkScalar sweepAngle, bool useCenter,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawArc(rect, startAngle, sweepAngle, useCenter, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPath(const SkPath &path, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPath(path, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawBitmap(const SkBitmap &bm, SkScalar left, SkScalar top,
const SkPaint *paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawBitmap(bm, left, top, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawBitmapRect(const SkBitmap &bm, const SkRect *src,
const SkRect &dst, const SkPaint *paint,
SrcRectConstraint constraint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawBitmapNine(const SkBitmap &bm, const SkIRect &center,
const SkRect &dst, const SkPaint *paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawBitmapNine(bm, center, dst, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawImage(const SkImage *image, SkScalar left,
SkScalar top, const SkPaint *paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawImage(image, left, top, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawImageRect(const SkImage *image, const SkRect *src,
const SkRect &dst, const SkPaint *paint,
SrcRectConstraint constraint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawImageNine(const SkImage *image, const SkIRect &center,
const SkRect &dst, const SkPaint *paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawImageNine(image, center, dst, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawVertices(VertexMode vmode, int vertexCount,
const SkPoint vertices[], const SkPoint texs[],
const SkColor colors[], SkXfermode *xmode,
const uint16_t indices[], int indexCount,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors,
xmode, indices, indexCount, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPatch(const SkPoint cubics[], const SkColor colors[],
const SkPoint texCoords[], SkXfermode *xmode,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawText(const void *text, size_t byteLength, SkScalar x,
SkScalar y, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawText(text, byteLength, x, y, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPosText(const void *text, size_t byteLength,
const SkPoint pos[], const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPosText(text, byteLength, pos, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPosTextH(const void *text, size_t byteLength,
const SkScalar xpos[],
SkScalar constY, const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawTextOnPath(const void *text, size_t byteLength,
const SkPath &path, const SkMatrix *matrix,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawTextRSXform(const void *text, size_t byteLength,
const SkRSXform xform[], const SkRect *cull,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawTextBlob(const SkTextBlob *blob, SkScalar x, SkScalar y,
const SkPaint &paint) {
this->save();
this->updateMatrix();
this->INHERITED::onDrawTextBlob(blob, x, y, paint);
this->restore();
}
#endif

View File

@ -1,117 +0,0 @@
/*
* 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 SkShadowPaintFilterCanvas_DEFINED
#define SkShadowPaintFilterCanvas_DEFINED
#include "SkPaintFilterCanvas.h"
#ifdef SK_EXPERIMENTAL_SHADOWING
/** \class SkShadowPaintFilterCanvas
*
* A utility proxy class for implementing shadow maps.
*
* We override the onFilter method to draw depths into the canvas
* depending on the current draw depth of the canvas, throwing out
* the actual draw color.
*
* Note that we can only do this for one light at a time!
* It is up to the user to set the 0th light in fLights to
* the light the want to render the depth map with.
*/
class SkShadowPaintFilterCanvas : public SkPaintFilterCanvas {
public:
SkShadowPaintFilterCanvas(SkCanvas *canvas);
// TODO use a shader instead
bool onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const override;
static SkISize ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
int width, int height);
void setShadowParams(const SkShadowParams &params);
protected:
void updateMatrix();
void onDrawPicture(const SkPicture *picture, const SkMatrix *matrix,
const SkPaint *paint) override;
void onDrawPaint(const SkPaint &paint) override;
void onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
const SkPaint &paint) override;
void onDrawRect(const SkRect &rect, const SkPaint &paint) override;
void onDrawRRect(const SkRRect &rrect, const SkPaint &paint) override;
void onDrawDRRect(const SkRRect &outer, const SkRRect &inner,
const SkPaint &paint) override;
void onDrawOval(const SkRect &rect, const SkPaint &paint) override;
void onDrawArc(const SkRect&, SkScalar, SkScalar, bool, const SkPaint&) override;
void onDrawPath(const SkPath &path, const SkPaint &paint) override;
void onDrawBitmap(const SkBitmap &bm, SkScalar left, SkScalar top,
const SkPaint *paint) override;
void onDrawBitmapRect(const SkBitmap &bm, const SkRect *src, const SkRect &dst,
const SkPaint *paint, SrcRectConstraint constraint) override;
void onDrawBitmapNine(const SkBitmap &bm, const SkIRect &center,
const SkRect &dst, const SkPaint *paint) override;
void onDrawImage(const SkImage *image, SkScalar left, SkScalar top,
const SkPaint *paint) override;
void onDrawImageRect(const SkImage *image, const SkRect *src,
const SkRect &dst, const SkPaint *paint,
SrcRectConstraint constraint) override;
void onDrawImageNine(const SkImage *image, const SkIRect &center,
const SkRect &dst, const SkPaint *paint) override;
void onDrawVertices(VertexMode vmode, int vertexCount,
const SkPoint vertices[], const SkPoint texs[],
const SkColor colors[], SkXfermode *xmode,
const uint16_t indices[], int indexCount,
const SkPaint &paint) override;
void onDrawPatch(const SkPoint cubics[], const SkColor colors[],
const SkPoint texCoords[], SkXfermode *xmode,
const SkPaint &paint) override;
void onDrawText(const void *text, size_t byteLength, SkScalar x, SkScalar y,
const SkPaint &paint) override;
void onDrawPosText(const void *text, size_t byteLength, const SkPoint pos[],
const SkPaint &paint) override;
void onDrawPosTextH(const void *text, size_t byteLength, const SkScalar xpos[],
SkScalar constY, const SkPaint &paint) override;
void onDrawTextOnPath(const void *text, size_t byteLength, const SkPath &path,
const SkMatrix *matrix, const SkPaint &paint) override;
void onDrawTextRSXform(const void *text, size_t byteLength,
const SkRSXform xform[], const SkRect *cull,
const SkPaint &paint) override;
void onDrawTextBlob(const SkTextBlob *blob, SkScalar x,
SkScalar y, const SkPaint &paint) override;
private:
SkShadowParams fShadowParams;
typedef SkPaintFilterCanvas INHERITED;
};
#endif
#endif

View File

@ -58,17 +58,6 @@ protected:
this->SkCanvas::onDrawPicture(picture, matrix, paint);
}
void onDrawShadowedPicture(const SkPicture* picture,
const SkMatrix* matrix,
const SkPaint* paint,
const SkShadowParams& params) {
#ifdef SK_EXPERIMENTAL_SHADOWING
this->SkCanvas::onDrawShadowedPicture(picture, matrix, paint, params);
#else
this->SkCanvas::onDrawPicture(picture, matrix, paint);
#endif
}
private:
bool fOverdrawViz;
bool fOverrideFilterQuality;
@ -546,16 +535,6 @@ void SkDebugCanvas::onDrawPicture(const SkPicture* picture,
this->addDrawCommand(new SkEndDrawPictureCommand(SkToBool(matrix) || SkToBool(paint)));
}
void SkDebugCanvas::onDrawShadowedPicture(const SkPicture* picture,
const SkMatrix* matrix,
const SkPaint* paint,
const SkShadowParams& params) {
this->addDrawCommand(new SkBeginDrawShadowedPictureCommand(picture, matrix, paint, params));
SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect());
picture->playback(this);
this->addDrawCommand(new SkEndDrawShadowedPictureCommand(SkToBool(matrix) || SkToBool(paint)));
}
void SkDebugCanvas::onDrawPoints(PointMode mode, size_t count,
const SkPoint pts[], const SkPaint& paint) {
this->addDrawCommand(new SkDrawPointsCommand(mode, count, pts, paint));

View File

@ -244,18 +244,6 @@ protected:
void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*) override;
#ifdef SK_EXPERIMENTAL_SHADOWING
void onDrawShadowedPicture(const SkPicture*,
const SkMatrix*,
const SkPaint*,
const SkShadowParams& params) override;
#else
void onDrawShadowedPicture(const SkPicture*,
const SkMatrix*,
const SkPaint*,
const SkShadowParams& params);
#endif
void markActiveCommands(int index);
private:

View File

@ -204,7 +204,6 @@ SkDrawCommand::~SkDrawCommand() {
const char* SkDrawCommand::GetCommandString(OpType type) {
switch (type) {
case kBeginDrawPicture_OpType: return "BeginDrawPicture";
case kBeginDrawShadowedPicture_OpType: return "BeginDrawShadowedPicture";
case kClipPath_OpType: return "ClipPath";
case kClipRegion_OpType: return "ClipRegion";
case kClipRect_OpType: return "ClipRect";
@ -234,7 +233,6 @@ const char* SkDrawCommand::GetCommandString(OpType type) {
case kDrawTextRSXform_OpType: return "DrawTextRSXform";
case kDrawVertices_OpType: return "DrawVertices";
case kEndDrawPicture_OpType: return "EndDrawPicture";
case kEndDrawShadowedPicture_OpType: return "EndDrawShadowedPicture";
case kRestore_OpType: return "Restore";
case kSave_OpType: return "Save";
case kSaveLayer_OpType: return "SaveLayer";
@ -2595,91 +2593,6 @@ void SkEndDrawPictureCommand::execute(SkCanvas* canvas) const {
}
}
SkBeginDrawShadowedPictureCommand::SkBeginDrawShadowedPictureCommand(const SkPicture* picture,
const SkMatrix* matrix,
const SkPaint* paint,
const SkShadowParams& params)
: INHERITED(kBeginDrawShadowedPicture_OpType)
#ifdef SK_EXPERIMENTAL_SHADOWING
, fPicture(SkRef(picture))
, fShadowParams(params) {
#else
, fPicture(SkRef(picture)) {
#endif
SkString* str = new SkString;
str->appendf("SkPicture: L: %f T: %f R: %f B: %f\n",
picture->cullRect().fLeft, picture->cullRect().fTop,
picture->cullRect().fRight, picture->cullRect().fBottom);
str->appendf("SkShadowParams: bias:%f, minVariance:%f, shRadius:%f, shType:",
params.fBiasingConstant,
params.fMinVariance,
params.fShadowRadius);
SkASSERT(SkShadowParams::kShadowTypeCount == 2);
switch (params.fType) {
case SkShadowParams::ShadowType::kNoBlur_ShadowType:
str->append("kNoBlur_ShadowType\n");
break;
case SkShadowParams::ShadowType::kVariance_ShadowType:
str->append("kVariance_ShadowType\n");
break;
}
fInfo.push(str);
if (matrix) {
fMatrix.set(*matrix);
fInfo.push(SkObjectParser::MatrixToString(*matrix));
}
if (paint) {
fPaint.set(*paint);
fInfo.push(SkObjectParser::PaintToString(*paint));
}
}
void SkBeginDrawShadowedPictureCommand::execute(SkCanvas* canvas) const {
if (fPaint.isValid()) {
SkRect bounds = fPicture->cullRect();
if (fMatrix.isValid()) {
fMatrix.get()->mapRect(&bounds);
}
canvas->saveLayer(&bounds, fPaint.get());
}
if (fMatrix.isValid()) {
if (!fPaint.isValid()) {
canvas->save();
}
canvas->concat(*fMatrix.get());
}
}
bool SkBeginDrawShadowedPictureCommand::render(SkCanvas* canvas) const {
canvas->clear(0xFFFFFFFF);
canvas->save();
xlate_and_scale_to_bounds(canvas, fPicture->cullRect());
#ifdef SK_EXPERIMENTAL_SHADOWING
canvas->drawShadowedPicture(fPicture.get(), fMatrix.get(), fPaint.get(), fShadowParams);
#else
canvas->drawPicture(fPicture.get(), fMatrix.get(), fPaint.get());
#endif
canvas->restore();
return true;
}
SkEndDrawShadowedPictureCommand::SkEndDrawShadowedPictureCommand(bool restore)
: INHERITED(kEndDrawShadowedPicture_OpType) , fRestore(restore) { }
void SkEndDrawShadowedPictureCommand::execute(SkCanvas* canvas) const {
if (fRestore) {
canvas->restore();
}
}
SkDrawPointsCommand::SkDrawPointsCommand(SkCanvas::PointMode mode, size_t count,
const SkPoint pts[], const SkPaint& paint)
: INHERITED(kDrawPoints_OpType) {

View File

@ -24,7 +24,6 @@ class SkDrawCommand {
public:
enum OpType {
kBeginDrawPicture_OpType,
kBeginDrawShadowedPicture_OpType,
kClipPath_OpType,
kClipRegion_OpType,
kClipRect_OpType,
@ -54,7 +53,6 @@ public:
kDrawTextRSXform_OpType,
kDrawVertices_OpType,
kEndDrawPicture_OpType,
kEndDrawShadowedPicture_OpType,
kRestore_OpType,
kSave_OpType,
kSaveLayer_OpType,
@ -496,39 +494,6 @@ private:
typedef SkDrawCommand INHERITED;
};
class SkBeginDrawShadowedPictureCommand : public SkDrawCommand {
public:
SkBeginDrawShadowedPictureCommand(const SkPicture* picture,
const SkMatrix* matrix,
const SkPaint* paint,
const SkShadowParams& params);
void execute(SkCanvas* canvas) const override;
bool render(SkCanvas* canvas) const override;
private:
sk_sp<const SkPicture> fPicture;
SkTLazy<SkMatrix> fMatrix;
SkTLazy<SkPaint> fPaint;
#ifdef SK_EXPERIMENTAL_SHADOWING
SkShadowParams fShadowParams;
#endif
typedef SkDrawCommand INHERITED;
};
class SkEndDrawShadowedPictureCommand : public SkDrawCommand {
public:
SkEndDrawShadowedPictureCommand(bool restore);
void execute(SkCanvas* canvas) const override;
private:
bool fRestore;
typedef SkDrawCommand INHERITED;
};
class SkDrawPointsCommand : public SkDrawCommand {
public:
SkDrawPointsCommand(SkCanvas::PointMode mode, size_t count, const SkPoint pts[],