adding new GM to demostrate new shadows
BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2118553002 Review-Url: https://codereview.chromium.org/2118553002
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gm/shadowmaps.cpp
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410
gm/shadowmaps.cpp
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/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm.h"
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#include "SkPaintFilterCanvas.h"
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#include "SkPathEffect.h"
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#include "SkPictureRecorder.h"
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#include "SkShadowShader.h"
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#include "SkSurface.h"
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#ifdef SK_EXPERIMENTAL_SHADOWING
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static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth,
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sk_sp<SkImage> diffuse,
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sk_sp<SkLights> lights) {
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sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode);
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sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode);
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return SkShadowShader::Make(std::move(povDepthShader),
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std::move(diffuseShader),
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std::move(lights),
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diffuse->width(), diffuse->height());
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}
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static sk_sp<SkPicture> make_test_picture(int width, int height) {
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SkPictureRecorder recorder;
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// LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
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SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
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SkASSERT(canvas->getTotalMatrix().isIdentity());
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SkPaint paint;
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paint.setColor(SK_ColorGRAY);
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// LONG RANGE TODO: tag occluders
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// LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
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// and determinate the mapping from z to id
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// universal receiver, "ground"
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canvas->drawRect(SkRect::MakeIWH(width, height), paint);
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// TODO: Maybe add the ID here along with the depth
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paint.setColor(0xFFEE8888);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
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paint.setColor(0xFF88EE88);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
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paint.setColor(0xFF8888EE);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
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// TODO: Add an assert that Z order matches painter's order
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// TODO: think about if the Z-order always matching painting order is too strict
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return recorder.finishRecordingAsPicture();
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}
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namespace skiagm {
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/* We override the onFilter method to draw depths into the canvas
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* depending on the current draw depth of the canvas, throwing out
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* the actual draw color.
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*/
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class SkShadowPaintFilterCanvas : public SkPaintFilterCanvas {
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public:
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SkShadowPaintFilterCanvas(SkCanvas* canvas) : INHERITED(canvas) { }
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// TODO use a shader instead
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bool onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const override {
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if (*paint) {
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int z = this->getZ();
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SkASSERT(z <= 0xFF && z >= 0x00);
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SkPaint newPaint;
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newPaint.setPathEffect(sk_ref_sp<SkPathEffect>((*paint)->getPathEffect()));
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SkColor color = 0xFF000000; // init color to opaque black
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color |= z; // Put the index into the blue component
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newPaint.setColor(color);
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*paint->writable() = newPaint;
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}
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return true;
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}
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void onDrawPicture(const SkPicture* picture, const SkMatrix* matrix, const SkPaint* paint) {
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SkTCopyOnFirstWrite<SkPaint> filteredPaint(paint);
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if (this->onFilter(&filteredPaint, kPicture_Type)) {
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// we directly call SkCanvas's onDrawPicture because calling the one
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// that INHERITED has (SkPaintFilterCanvas) leads to wrong behavior
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this->SkCanvas::onDrawPicture(picture, matrix, filteredPaint);
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}
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}
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void updateMatrix() {
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this->save();
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// When we use the SkShadowPaintFilterCanvas, we can only render
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// one depth map at a time. Thus, we leave it up to the user to
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// set SkLights to only contain (or contain at the first position)
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// the light they intend to use for the current depth rendering.
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if (fLights->numLights() > 0 &&
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this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
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SkVector3 lightDir = this->fLights->light(0).dir();
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SkScalar x = lightDir.fX * this->getZ();
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SkScalar y = lightDir.fY * this->getZ();
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this->translate(x, y);
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}
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}
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void onDrawPaint(const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPaint(paint);
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this->restore();
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}
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void onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
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const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPoints(mode, count, pts, paint);
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this->restore();
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}
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void onDrawRect(const SkRect& rect, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawRect(rect, paint);
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this->restore();
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}
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void onDrawRRect(const SkRRect& rrect, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawRRect(rrect, paint);
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this->restore();
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}
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void onDrawDRRect(const SkRRect& outer, const SkRRect& inner,
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const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawDRRect(outer, inner, paint);
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this->restore();
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}
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void onDrawOval(const SkRect& rect, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawOval(rect, paint);
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this->restore();
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}
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void onDrawPath(const SkPath& path, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPath(path, paint);
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this->restore();
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}
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void onDrawBitmap(const SkBitmap& bm, SkScalar left, SkScalar top,
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const SkPaint* paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawBitmap(bm, left, top, paint);
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this->restore();
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}
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void onDrawBitmapRect(const SkBitmap& bm, const SkRect* src, const SkRect& dst,
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const SkPaint* paint, SrcRectConstraint constraint) override {
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this->updateMatrix();
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this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint);
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this->restore();
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}
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void onDrawBitmapNine(const SkBitmap& bm, const SkIRect& center,
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const SkRect& dst, const SkPaint* paint) {
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this->updateMatrix();
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this->INHERITED::onDrawBitmapNine(bm, center, dst, paint);
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this->restore();
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}
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void onDrawImage(const SkImage* image, SkScalar left, SkScalar top,
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const SkPaint* paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawImage(image, left, top, paint);
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this->restore();
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}
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void onDrawImageRect(const SkImage* image, const SkRect* src, const SkRect& dst,
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const SkPaint* paint, SrcRectConstraint constraint) override {
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this->updateMatrix();
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this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint);
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this->restore();
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}
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void onDrawImageNine(const SkImage* image, const SkIRect& center,
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const SkRect& dst, const SkPaint* paint) {
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this->updateMatrix();
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this->INHERITED::onDrawImageNine(image, center, dst, paint);
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this->restore();
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}
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void onDrawVertices(VertexMode vmode, int vertexCount, const SkPoint vertices[],
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const SkPoint texs[], const SkColor colors[], SkXfermode* xmode,
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const uint16_t indices[], int indexCount, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors,
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xmode, indices, indexCount, paint);
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this->restore();
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}
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void onDrawPatch(const SkPoint cubics[], const SkColor colors[], const SkPoint texCoords[],
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SkXfermode* xmode, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint);
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this->restore();
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}
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void onDrawText(const void* text, size_t byteLength,
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SkScalar x, SkScalar y, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawText(text, byteLength, x, y, paint);
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this->restore();
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}
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void onDrawPosText(const void* text, size_t byteLength,
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const SkPoint pos[], const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPosText(text, byteLength, pos, paint);
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this->restore();
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}
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void onDrawPosTextH(const void* text, size_t byteLength, const SkScalar xpos[],
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SkScalar constY, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint);
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this->restore();
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}
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void onDrawTextOnPath(const void* text, size_t byteLength, const SkPath& path,
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const SkMatrix* matrix, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint);
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this->restore();
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}
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void onDrawTextRSXform(const void* text, size_t byteLength, const SkRSXform xform[],
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const SkRect* cull, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint);
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this->restore();
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}
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void onDrawTextBlob(const SkTextBlob* blob, SkScalar x, SkScalar y,
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const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawTextBlob(blob, x, y, paint);
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this->restore();
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}
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private:
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typedef SkPaintFilterCanvas INHERITED;
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};
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class ShadowMapsGM : public GM {
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public:
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ShadowMapsGM() {
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this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
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}
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void onOnceBeforeDraw() override {
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// Create a light set consisting of
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// - bluish directional light pointing more right than down
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// - reddish directional light pointing more down than right
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// - soft white ambient light
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SkLights::Builder builder;
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builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
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SkVector3::Make(0.2f, 0.1f, 1.0f)));
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builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
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SkVector3::Make(0.1f, 0.2f, 1.0f)));
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builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
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fLights = builder.finish();
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}
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protected:
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static const int kWidth = 400;
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static const int kHeight = 400;
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SkString onShortName() override {
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return SkString("shadowmaps");
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}
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SkISize onISize() override {
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return SkISize::Make(kWidth, kHeight);
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}
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void onDraw(SkCanvas* canvas) override {
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// This picture stores the picture of the scene.
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// It's used to generate the depth maps.
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sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight));
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for (int i = 0; i < fLights->numLights(); ++i) {
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// skip over ambient lights; they don't cast shadows
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if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
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continue;
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}
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// TODO: compute the correct size of the depth map from the light properties
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// TODO: maybe add a kDepth_8_SkColorType
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SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
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kBGRA_8888_SkColorType,
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kOpaque_SkAlphaType);
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// Create a new surface (that matches the backend of canvas)
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// for each shadow map
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sk_sp<SkSurface> surf(canvas->makeSurface(info));
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// Wrap another SPFCanvas around the surface
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sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
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sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
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// set the depth map canvas to have the light we're drawing.
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SkLights::Builder builder;
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builder.add(fLights->light(i));
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sk_sp<SkLights> curLight = builder.finish();
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depthMapCanvas->setLights(std::move(curLight));
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depthMapCanvas->drawPicture(pic);
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fLights->light(i).setShadowMap(surf->makeImageSnapshot());
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}
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sk_sp<SkImage> povDepthMap;
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sk_sp<SkImage> diffuseMap;
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// TODO: pass the depth to the shader in vertices, or uniforms
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// so we don't have to render depth and color separately
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// povDepthMap
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{
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SkLights::Builder builder;
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builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
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SkVector3::Make(0.0f, 0.0f, 1.0f)));
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sk_sp<SkLights> povLight = builder.finish();
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SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
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kBGRA_8888_SkColorType,
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kOpaque_SkAlphaType);
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// Create a new surface (that matches the backend of canvas)
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// to create the povDepthMap
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sk_sp<SkSurface> surf(canvas->makeSurface(info));
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// Wrap another SPFCanvas around the surface
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sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
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sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
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// set the depth map canvas to have the light as the user's POV
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depthMapCanvas->setLights(std::move(povLight));
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depthMapCanvas->drawPicture(pic);
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povDepthMap = surf->makeImageSnapshot();
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}
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// diffuseMap
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{
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SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
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kBGRA_8888_SkColorType,
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kOpaque_SkAlphaType);
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sk_sp<SkSurface> surf(canvas->makeSurface(info));
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surf->getCanvas()->drawPicture(pic);
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diffuseMap = surf->makeImageSnapshot();
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}
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SkPaint paint;
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paint.setShader(make_shadow_shader(std::move(povDepthMap), std::move(diffuseMap), fLights));
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canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
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}
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private:
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sk_sp<SkLights> fLights;
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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DEF_GM(return new ShadowMapsGM;)
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}
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#endif
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'<(skia_src_path)/core/SkXfermodeInterpretation.h',
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'<(skia_src_path)/core/SkYUVPlanesCache.cpp',
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'<(skia_src_path)/core/SkYUVPlanesCache.h',
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'<(skia_src_path)/core/SkShadowShader.cpp',
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'<(skia_src_path)/core/SkShadowShader.h',
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'<(skia_src_path)/image/SkImage.cpp',
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'<(skia_src_path)/image/SkImage_Generator.cpp',
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719
src/core/SkShadowShader.cpp
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719
src/core/SkShadowShader.cpp
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/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "SkLights.h"
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#include "SkReadBuffer.h"
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#include "SkShadowShader.h"
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#include "SkPoint3.h"
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////////////////////////////////////////////////////////////////////////////
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#ifdef SK_EXPERIMENTAL_SHADOWING
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#define SK_MAX_NON_AMBIENT_LIGHTS 4
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/** \class SkShadowShaderImpl
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This subclass of shader applies shadowing
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*/
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class SkShadowShaderImpl : public SkShader {
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public:
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/** Create a new shadowing shader that shadows
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@param to do to do
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*/
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SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
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sk_sp<SkShader> diffuseShader,
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sk_sp<SkLights> lights,
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int diffuseWidth, int diffuseHeight)
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: fPovDepthShader(std::move(povDepthShader))
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, fDiffuseShader(std::move(diffuseShader))
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, fLights(std::move(lights))
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, fDiffuseWidth(diffuseWidth)
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, fDiffuseHeight(diffuseHeight) { }
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bool isOpaque() const override;
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#if SK_SUPPORT_GPU
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sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
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#endif
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class ShadowShaderContext : public SkShader::Context {
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public:
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// The context takes ownership of the states. It will call their destructors
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// but will NOT free the memory.
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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;
|
||||
|
||||
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;
|
||||
|
||||
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 "SkGrPriv.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,
|
||||
GrContext* context) {
|
||||
|
||||
// fuse all ambient lights into a single one
|
||||
fAmbientColor.set(0.0f, 0.0f, 0.0f);
|
||||
|
||||
fNumDirLights = 0; // refers to directional lights.
|
||||
for (int i = 0; i < lights->numLights(); ++i) {
|
||||
if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
|
||||
fAmbientColor += lights->light(i).color();
|
||||
} else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){
|
||||
fLightColor[fNumDirLights] = lights->light(i).color();
|
||||
fLightDir[fNumDirLights] = lights->light(i).dir();
|
||||
SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap().get());
|
||||
|
||||
// this sk_sp gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
|
||||
fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
|
||||
GrTextureParams::ClampNoFilter(),
|
||||
SkSourceGammaTreatment::kIgnore));
|
||||
fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get());
|
||||
this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
|
||||
|
||||
fDepthMapHeight[fNumDirLights] = shadowMap->height();
|
||||
fDepthMapWidth[fNumDirLights] = shadowMap->width();
|
||||
|
||||
fNumDirLights++;
|
||||
}
|
||||
}
|
||||
|
||||
fWidth = diffuseWidth;
|
||||
fHeight = diffuseHeight;
|
||||
|
||||
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;
|
||||
|
||||
// add uniforms
|
||||
int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
|
||||
SkASSERT(numLights <= SK_MAX_NON_AMBIENT_LIGHTS);
|
||||
|
||||
const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
|
||||
const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
|
||||
|
||||
const char* depthMapWidthUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
|
||||
const char* depthMapHeightUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
|
||||
|
||||
SkString lightDirUniNameBase("lightDir");
|
||||
SkString lightColorUniNameBase("lightColor");
|
||||
|
||||
SkString depthMapWidthUniNameBase("dmapWidth");
|
||||
SkString depthMapHeightUniNameBase("dmapHeight");
|
||||
|
||||
for (int i = 0; i < numLights; i++) {
|
||||
SkString lightDirUniNameStr(lightDirUniNameBase);
|
||||
lightDirUniNameStr.appendf("%d", i);
|
||||
SkString lightColorUniNameStr(lightColorUniNameBase);
|
||||
lightColorUniNameStr.appendf("%d", i);
|
||||
|
||||
SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase);
|
||||
depthMapWidthUniNameStr.appendf("%d", i);
|
||||
SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase);
|
||||
depthMapHeightUniNameStr.appendf("%d", i);
|
||||
|
||||
fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
|
||||
kVec3f_GrSLType,
|
||||
kDefault_GrSLPrecision,
|
||||
lightDirUniNameStr.c_str(),
|
||||
&lightDirUniName[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]);
|
||||
}
|
||||
|
||||
|
||||
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 povDepth("povDepth");
|
||||
this->emitChild(0, nullptr, &povDepth, args);
|
||||
|
||||
SkString diffuseColor("inDiffuseColor");
|
||||
this->emitChild(1, nullptr, &diffuseColor, args);
|
||||
|
||||
SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
|
||||
for (int i = 0; i < numLights; i++) {
|
||||
SkString povCoord("povCoord");
|
||||
povCoord.appendf("%d", i);
|
||||
|
||||
// vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
|
||||
// povDepth.b * 255 scales it to 0 - 255, bringing it to world space,
|
||||
// and the / 400 brings it back to a sampler coordinate, 0 - 1
|
||||
// The 400 comes from the shadowmaps GM.
|
||||
// TODO use real shadowmaps size
|
||||
SkString offset("offset");
|
||||
offset.appendf("%d", i);
|
||||
|
||||
SkString scaleVec("scaleVec");
|
||||
scaleVec.appendf("%d", i);
|
||||
|
||||
SkString scaleOffsetVec("scaleOffsetVec");
|
||||
scaleOffsetVec.appendf("%d", i);
|
||||
|
||||
fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n",
|
||||
offset.c_str(), lightDirUniName[i]);
|
||||
|
||||
fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));\n",
|
||||
scaleVec.c_str(),
|
||||
widthUniName, heightUniName,
|
||||
depthMapWidthUniName[i], depthMapHeightUniName[i]);
|
||||
|
||||
fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
|
||||
scaleOffsetVec.c_str(), scaleVec.c_str());
|
||||
|
||||
|
||||
fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
|
||||
"vec2(%s.x, 0 - %s.y)) "
|
||||
" * %s + vec2(0,1) * %s;\n",
|
||||
|
||||
povCoord.c_str(), offset.c_str(), offset.c_str(),
|
||||
scaleVec.c_str(), scaleOffsetVec.c_str());
|
||||
|
||||
fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i],
|
||||
povCoord.c_str(),
|
||||
kVec2f_GrSLType);
|
||||
}
|
||||
|
||||
const char* ambientColorUniName = nullptr;
|
||||
fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
|
||||
kVec3f_GrSLType, kDefault_GrSLPrecision,
|
||||
"AmbientColor", &ambientColorUniName);
|
||||
|
||||
fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str());
|
||||
|
||||
// Essentially,
|
||||
// diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L)))
|
||||
SkString totalLightColor("totalLightColor");
|
||||
fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str());
|
||||
|
||||
for (int i = 0; i < numLights; i++) {
|
||||
fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
|
||||
povDepth.c_str(), depthMaps[i].c_str());
|
||||
// Note that dot(vec3(0,0,1), %s) == %s.z * %s
|
||||
fragBuilder->codeAppendf("%s += %s.z * %s;",
|
||||
totalLightColor.c_str(),
|
||||
lightDirUniName[i],
|
||||
lightColorUniName[i]);
|
||||
fragBuilder->codeAppendf("}");
|
||||
}
|
||||
|
||||
fragBuilder->codeAppendf("%s += %s;",
|
||||
totalLightColor.c_str(),
|
||||
ambientColorUniName);
|
||||
|
||||
fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);",
|
||||
totalLightColor.c_str());
|
||||
|
||||
fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputColor);
|
||||
}
|
||||
|
||||
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
|
||||
GrProcessorKeyBuilder* b) {
|
||||
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
|
||||
b->add32(shadowFP.fNumDirLights);
|
||||
}
|
||||
|
||||
protected:
|
||||
void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
|
||||
const ShadowFP &shadowFP = proc.cast<ShadowFP>();
|
||||
|
||||
fNumDirLights = shadowFP.numLights();
|
||||
|
||||
for (int i = 0; i < fNumDirLights; i++) {
|
||||
const SkVector3& lightDir = shadowFP.lightDir(i);
|
||||
if (lightDir != fLightDir[i]) {
|
||||
pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
|
||||
fLightDir[i] = lightDir;
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
GrGLSLProgramDataManager::UniformHandle fLightDirUni[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
GrGLSLProgramDataManager::UniformHandle fLightColorUni[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
|
||||
int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
GrGLSLProgramDataManager::UniformHandle fDepthMapWidthUni[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
GrGLSLProgramDataManager::UniformHandle fDepthMapHeightUni[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
|
||||
int fWidth;
|
||||
GrGLSLProgramDataManager::UniformHandle fWidthUni;
|
||||
int fHeight;
|
||||
GrGLSLProgramDataManager::UniformHandle fHeightUni;
|
||||
|
||||
SkColor3f fAmbientColor;
|
||||
GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
|
||||
|
||||
int fNumDirLights;
|
||||
};
|
||||
|
||||
void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
|
||||
GLSLShadowFP::GenKey(*this, caps, b);
|
||||
}
|
||||
|
||||
const char* name() const override { return "shadowFP"; }
|
||||
|
||||
void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
|
||||
inout->mulByUnknownFourComponents();
|
||||
}
|
||||
int32_t numLights() const { return fNumDirLights; }
|
||||
const SkColor3f& ambientColor() const { return fAmbientColor; }
|
||||
const SkVector3& lightDir(int i) const {
|
||||
SkASSERT(i < fNumDirLights);
|
||||
return fLightDir[i];
|
||||
}
|
||||
const SkVector3& lightColor(int i) const {
|
||||
SkASSERT(i < fNumDirLights);
|
||||
return fLightColor[i];
|
||||
}
|
||||
|
||||
int depthMapWidth(int i) const {
|
||||
SkASSERT(i < fNumDirLights);
|
||||
return fDepthMapWidth[i];
|
||||
}
|
||||
int depthMapHeight(int i) const {
|
||||
SkASSERT(i < fNumDirLights);
|
||||
return fDepthMapHeight[i];
|
||||
}
|
||||
int width() const {return fWidth; }
|
||||
int height() const {return fHeight; }
|
||||
|
||||
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 || fNumDirLights != shadowFP.fNumDirLights) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
|
||||
return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < fNumDirLights; i++) {
|
||||
if (fLightDir[i] != shadowFP.fLightDir[i] ||
|
||||
fLightColor[i] != shadowFP.fLightColor[i]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] ||
|
||||
fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
int fNumDirLights;
|
||||
|
||||
SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
GrTextureAccess fDepthMapAccess[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
sk_sp<GrTexture> fTexture[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
|
||||
int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS];
|
||||
|
||||
int fHeight;
|
||||
int fWidth;
|
||||
|
||||
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,
|
||||
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;
|
||||
}
|
||||
|
||||
SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() {
|
||||
// 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];
|
||||
|
||||
do {
|
||||
int n = SkTMin(count, BUFFER_MAX);
|
||||
|
||||
fPovDepthContext->shadeSpan(x, y, diffuse, n);
|
||||
fDiffuseContext->shadeSpan(x, y, diffuse, n);
|
||||
|
||||
for (int i = 0; i < n; ++i) {
|
||||
|
||||
SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
|
||||
|
||||
SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
|
||||
// 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);
|
||||
|
||||
if (SkLights::Light::kAmbient_LightType == light.type()) {
|
||||
accum.fX += light.color().fX * SkColorGetR(diffColor);
|
||||
accum.fY += light.color().fY * SkColorGetG(diffColor);
|
||||
accum.fZ += light.color().fZ * SkColorGetB(diffColor);
|
||||
} else {
|
||||
// scaling by fZ accounts for lighting direction
|
||||
accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColorGetR(diffColor);
|
||||
accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColorGetG(diffColor);
|
||||
accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColorGetB(diffColor);
|
||||
}
|
||||
}
|
||||
|
||||
result[i] = convert(accum, 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);
|
||||
|
||||
int numLights = buf.readInt();
|
||||
|
||||
SkLights::Builder builder;
|
||||
|
||||
for (int l = 0; l < numLights; ++l) {
|
||||
bool isAmbient = buf.readBool();
|
||||
|
||||
SkColor3f color;
|
||||
if (!buf.readScalarArray(&color.fX, 3)) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (isAmbient) {
|
||||
builder.add(SkLights::Light(color));
|
||||
} else {
|
||||
SkVector3 dir;
|
||||
if (!buf.readScalarArray(&dir.fX, 3)) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
sk_sp<SkImage> depthMap;
|
||||
if (!(depthMap = sk_ref_sp<SkImage>(buf.readImage()))) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
SkLights::Light light = SkLights::Light(color, dir);
|
||||
light.setShadowMap(depthMap);
|
||||
|
||||
builder.add(light);
|
||||
}
|
||||
}
|
||||
|
||||
sk_sp<SkLights> lights(builder.finish());
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
|
||||
this->INHERITED::flatten(buf);
|
||||
|
||||
buf.writeInt(fLights->numLights());
|
||||
|
||||
for (int l = 0; l < fLights->numLights(); ++l) {
|
||||
const SkLights::Light& light = fLights->light(l);
|
||||
|
||||
bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
|
||||
|
||||
buf.writeBool(isAmbient);
|
||||
buf.writeScalarArray(&light.color().fX, 3);
|
||||
if (!isAmbient) {
|
||||
buf.writeScalarArray(&light.dir().fX, 3);
|
||||
}
|
||||
|
||||
buf.writeImage(light.getShadowMap().get());
|
||||
}
|
||||
|
||||
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) {
|
||||
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);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
|
||||
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
|
||||
SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#endif
|
32
src/core/SkShadowShader.h
Normal file
32
src/core/SkShadowShader.h
Normal file
@ -0,0 +1,32 @@
|
||||
/*
|
||||
* 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'
|
||||
*/
|
||||
static sk_sp<SkShader> Make(sk_sp<SkShader> povDepthShader,
|
||||
sk_sp<SkShader> diffuseShader,
|
||||
sk_sp<SkLights> lights,
|
||||
int diffuseWidth, int diffuseHeight);
|
||||
|
||||
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user