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| 1 /* | |
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robertphillips
2016/07/26 16:15:05
2016
vjiaoblack
2016/07/27 15:26:27
Done.
| |
| 2 * Copyright 2015 Google Inc. | |
| 3 * | |
| 4 * Use of this source code is governed by a BSD-style license that can be | |
| 5 * found in the LICENSE file. | |
| 6 */ | |
| 7 | |
| 8 #include "SkBitmapProcShader.h" | |
| 9 #include "SkBitmapProcState.h" | |
| 10 #include "SkColor.h" | |
| 11 #include "SkEmptyShader.h" | |
| 12 #include "SkErrorInternals.h" | |
| 13 #include "SkShadowShader.h" | |
| 14 #include "SkMathPriv.h" | |
|
robertphillips
2016/07/26 16:15:05
Do we need SkNormalSource.h ?
vjiaoblack
2016/07/27 15:26:27
Done.
| |
| 15 #include "SkNormalSource.h" | |
| 16 #include "SkPoint3.h" | |
| 17 #include "SkReadBuffer.h" | |
| 18 #include "SkWriteBuffer.h" | |
| 19 | |
| 20 //////////////////////////////////////////////////////////////////////////// | |
| 21 | |
| 22 /** \class SkShadowShaderImpl | |
| 23 This subclass of shader applies shadowing | |
| 24 */ | |
| 25 class SkShadowShaderImpl : public SkShader { | |
| 26 public: | |
| 27 /** Create a new shadowing shader that shadows | |
| 28 @param to do to do | |
| 29 */ | |
| 30 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader, | |
| 31 sk_sp<SkShader> diffuseShader, | |
| 32 sk_sp<SkLights> lights) | |
| 33 : povDepthShader(std::move(povDepthShader)) | |
| 34 , diffuseShader(std::move(diffuseShader)) | |
| 35 , fLights(std::move(lights)) { } | |
| 36 | |
| 37 bool isOpaque() const override; | |
| 38 | |
| 39 #if SK_SUPPORT_GPU | |
| 40 sk_sp<GrFragmentProcessor> asFragmentProcessor(GrContext*, | |
| 41 const SkMatrix& viewM, | |
| 42 const SkMatrix* localMatrix, | |
| 43 SkFilterQuality, | |
| 44 SkSourceGammaTreatment) const override; | |
| 45 #endif | |
| 46 | |
| 47 class ShadowShaderContext : public SkShader::Context { | |
| 48 public: | |
| 49 // The context takes ownership of the states. It will call their destruc tors | |
| 50 // but will NOT free the memory. | |
| 51 ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&, | |
| 52 SkShader::Context* povDepthContext, | |
| 53 SkShader::Context* diffuseContext, | |
| 54 void* heapAllocated); | |
| 55 | |
| 56 ~ShadowShaderContext() override; | |
| 57 | |
| 58 void shadeSpan(int x, int y, SkPMColor[], int count) override; | |
| 59 | |
| 60 uint32_t getFlags() const override { return fFlags; } | |
| 61 | |
| 62 private: | |
| 63 SkShader::Context* fDiffuseContext1; | |
| 64 SkShader::Context* fDiffuseContext2; | |
| 65 uint32_t fFlags; | |
| 66 | |
| 67 void* fHeapAllocated; | |
| 68 | |
| 69 typedef SkShader::Context INHERITED; | |
| 70 }; | |
| 71 | |
| 72 SK_TO_STRING_OVERRIDE() | |
|
robertphillips
2016/07/26 16:15:05
Tab this over ?
vjiaoblack
2016/07/27 15:26:27
Done.
| |
| 73 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl) | |
| 74 | |
| 75 protected: | |
| 76 void flatten(SkWriteBuffer&) const override; | |
| 77 size_t onContextSize(const ContextRec&) const override; | |
| 78 Context* onCreateContext(const ContextRec&, void*) const override; | |
| 79 | |
| 80 private: | |
| 81 sk_sp<SkShader> povDepthShader; | |
| 82 sk_sp<SkShader> diffuseShader; | |
| 83 sk_sp<SkLights> fLights; | |
| 84 | |
| 85 friend class SkShadowShader; | |
| 86 | |
| 87 typedef SkShader INHERITED; | |
| 88 }; | |
| 89 | |
| 90 //////////////////////////////////////////////////////////////////////////// | |
| 91 | |
| 92 #if SK_SUPPORT_GPU | |
| 93 | |
| 94 #include "GrCoordTransform.h" | |
| 95 #include "GrFragmentProcessor.h" | |
| 96 #include "GrInvariantOutput.h" | |
| 97 #include "GrTextureAccess.h" | |
| 98 #include "glsl/GrGLSLFragmentProcessor.h" | |
| 99 #include "glsl/GrGLSLFragmentShaderBuilder.h" | |
| 100 #include "glsl/GrGLSLProgramDataManager.h" | |
| 101 #include "glsl/GrGLSLUniformHandler.h" | |
| 102 #include "SkGr.h" | |
| 103 #include "SkGrPriv.h" | |
| 104 #include "SkSpecialImage.h" | |
| 105 #include "SkImage_Base.h" | |
| 106 #include "SkImageInfo.h" | |
| 107 #include "GrContext.h" | |
| 108 #include "GrContextOptions.h" | |
| 109 | |
| 110 class ShadowFP : public GrFragmentProcessor { | |
| 111 public: | |
| 112 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, | |
| 113 sk_sp<GrFragmentProcessor> diffuse, | |
| 114 sk_sp<SkLights> lights) { | |
| 115 | |
| 116 // fuse all ambient lights into a single one | |
| 117 // TODO do we support 4 directional lights, or just 4 lights? | |
|
robertphillips
2016/07/26 16:15:05
Probably any number of ambient + 4 "real" ones.
M
vjiaoblack
2016/07/27 15:26:27
Done.
| |
| 118 fAmbientColor.set(0.0f, 0.0f, 0.0f); | |
| 119 | |
|
robertphillips
2016/07/26 16:15:05
This doesn't seem quite right. fNumLights needs to
vjiaoblack
2016/07/27 15:26:28
I'll change fNumLights to fNumDirLights.
| |
| 120 fNumLights = lights->numLights(); // refers to directional lights. | |
|
robertphillips
2016/07/26 16:15:05
You probably can't have this assert but keep a sep
vjiaoblack
2016/07/27 15:26:27
Done.
| |
| 121 SkASSERT(fNumLights <= 4 && fNumLights >= 0); | |
| 122 for (int i = 0; i < lights->numLights(); ++i) { | |
| 123 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { | |
| 124 fAmbientColor += lights->light(i).color(); | |
| 125 } else { | |
| 126 fLightColor[i] = lights->light(i).color(); | |
| 127 fLightDir[i] = lights->light(i).dir(); | |
| 128 fDepthMapAccess[i].reset(((SkImage_Base*)lights->light(i).getSha dowMap().get())-> | |
|
jvanverth1
2016/07/26 15:01:25
You might want to break this line up -- it's a lit
vjiaoblack
2016/07/27 15:26:28
Done.
| |
| 129 asTextureRef(GrContext::Create(kOpenGL_GrBackend, (GrBac kendContext) nullptr, GrContextOptions()), | |
|
jvanverth1
2016/07/26 15:01:24
Lines too long (must be <= 100 chars)
vjiaoblack
2016/07/27 15:26:28
Done.
| |
| 130 GrTextureParams::ClampNoFilter(), SkSourceG ammaTreatment::kIgnore)); | |
| 131 this->addTextureAccess(&fDepthMapAccess[i]); | |
| 132 // // TODO: Call unref on the GrTexture somewhere. | |
|
jvanverth1
2016/07/26 15:01:25
Is this still needed? Otherwise you have a memory
vjiaoblack
2016/07/27 15:26:28
Hm. I'm trying to fix this (and it seems like a pr
| |
| 133 } | |
| 134 } | |
| 135 | |
| 136 this->registerChildProcessor(std::move(povDepth)); | |
| 137 this->registerChildProcessor(std::move(diffuse)); | |
| 138 this->initClassID<ShadowFP>(); | |
| 139 } | |
| 140 | |
| 141 class GLSLShadowFP : public GrGLSLFragmentProcessor { | |
| 142 public: | |
| 143 GLSLShadowFP() { } | |
| 144 | |
| 145 void emitCode(EmitArgs& args) override { | |
| 146 | |
| 147 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | |
| 148 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | |
| 149 | |
| 150 // add uniforms | |
| 151 int32_t numLights = args.fFp.cast<ShadowFP>().fNumLights; | |
| 152 | |
| 153 const char* lightDirUniName[4] = {nullptr}; | |
| 154 const char* lightColorUniName[4] = {nullptr}; | |
| 155 | |
| 156 for (int i = 0; i < numLights; i++) { | |
| 157 lightDirUniName[i] = nullptr; | |
| 158 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, | |
| 159 kVec3f_GrSLType, kDef ault_GrSLPrecision, | |
|
jvanverth1
2016/07/26 15:01:25
Line up indents next to parens.
vjiaoblack
2016/07/27 15:26:28
Done.
| |
| 160 "LightDir" + (i+1), & lightDirUniName[i]); | |
| 161 | |
| 162 lightColorUniName[i] = nullptr; | |
| 163 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, | |
| 164 kVec3f_GrSLType, kD efault_GrSLPrecision, | |
|
jvanverth1
2016/07/26 15:01:24
Lines too long.
vjiaoblack
2016/07/27 15:26:28
Done.
| |
| 165 "LightColor" + (i+1 ), &lightColorUniName[i]); | |
| 166 } | |
| 167 | |
| 168 SkString povDepth("povDepth"); | |
| 169 this->emitChild(0, nullptr, &povDepth, args); | |
| 170 | |
| 171 SkString diffuseColor("inDiffuseColor"); | |
| 172 this->emitChild(1, nullptr, &diffuseColor, args); | |
| 173 | |
| 174 SkString depthMaps[4]; | |
| 175 | |
| 176 for (int i = 0; i < numLights; i++) { | |
| 177 const char* povCoord = "povCoord" + i; | |
| 178 | |
| 179 fragBuilder->codeAppendf("vec2 %s = vMatrixCoord_0_1_Stage0 + (v ec2(%s) * povDepth.b * 255 / 400);", | |
|
jvanverth1
2016/07/26 15:01:25
Line too long. Also, it's not clear to me what thi
vjiaoblack
2016/07/27 15:26:28
Done.
| |
| 180 povCoord, lightDirUniName[i]); | |
| 181 | |
| 182 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], | |
| 183 povCoord, | |
| 184 kVec2f_GrSLType); | |
| 185 } | |
| 186 | |
| 187 const char* ambientColorUniName = nullptr; | |
| 188 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | |
| 189 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | |
| 190 "AmbientColor", &ambie ntColorUniName); | |
| 191 | |
| 192 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | |
| 193 | |
| 194 // all the normal vectors point straight up | |
| 195 SkString totalLightColor("totalLightColor"); | |
| 196 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str()); | |
| 197 | |
| 198 for (int i = 0; i < numLights; i++) { | |
| 199 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | |
| 200 povDepth.c_str(), depthMaps[i].c_str()) ; | |
| 201 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s;", tot alLightColor.c_str(), | |
|
jvanverth1
2016/07/26 15:01:24
Line too long.
vjiaoblack
2016/07/27 15:26:28
Done.
| |
| 202 lightDirUniName[i], lightColorUniName[i ]); | |
| 203 fragBuilder->codeAppendf("}"); | |
| 204 } | |
| 205 | |
| 206 | |
| 207 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName); | |
| 208 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", total LightColor.c_str()); | |
| 209 | |
| 210 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | |
| 211 } | |
| 212 | |
| 213 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | |
| 214 GrProcessorKeyBuilder* b) { | |
| 215 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | |
| 216 b->add32(shadowFP.fNumLights); | |
| 217 } | |
| 218 | |
| 219 protected: | |
| 220 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | |
| 221 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | |
| 222 | |
|
robertphillips
2016/07/26 16:15:05
We set fNumLights in the ctor. Is it correct to re
vjiaoblack
2016/07/27 15:26:28
We set fNumLights in the ShadowFP constructor. We
| |
| 223 fNumLights = shadowFP.numLights(); | |
| 224 | |
| 225 SkASSERT(fNumLights <= 4); | |
| 226 | |
| 227 for (int i = 0; i < fNumLights; i++) { | |
|
robertphillips
2016/07/26 16:15:05
Do we need the "1" suffixes?
vjiaoblack
2016/07/27 15:26:28
Done.
| |
| 228 const SkVector3 &lightDir1 = shadowFP.lightDir(i); | |
| 229 if (lightDir1 != fLightDir[i]) { | |
| 230 pdman.set3fv(fLightDirUni[i], 1, &lightDir1.fX); | |
| 231 fLightDir[i] = lightDir1; | |
| 232 } | |
| 233 const SkColor3f &lightColor1 = shadowFP.lightColor(i); | |
| 234 if (lightColor1 != fLightColor[i]) { | |
| 235 pdman.set3fv(fLightColorUni[i], 1, &lightColor1.fX); | |
| 236 fLightColor[i] = lightColor1; | |
| 237 } | |
| 238 } | |
| 239 | |
| 240 const SkColor3f& ambientColor = shadowFP.ambientColor(); | |
| 241 if (ambientColor != fAmbientColor) { | |
| 242 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | |
| 243 fAmbientColor = ambientColor; | |
| 244 } | |
| 245 } | |
| 246 | |
| 247 private: | |
| 248 SkVector3 fLightDir[4]; | |
| 249 GrGLSLProgramDataManager::UniformHandle fLightDirUni[4]; | |
| 250 SkColor3f fLightColor[4]; | |
| 251 GrGLSLProgramDataManager::UniformHandle fLightColorUni[4]; | |
| 252 | |
| 253 SkColor3f fAmbientColor; | |
| 254 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; | |
| 255 | |
|
robertphillips
2016/07/26 16:15:05
can this just be an int?
vjiaoblack
2016/07/27 15:26:27
Done.
| |
| 256 int32_t fNumLights; | |
| 257 }; | |
| 258 | |
| 259 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | |
| 260 GLSLShadowFP::GenKey(*this, caps, b); | |
| 261 } | |
| 262 | |
| 263 const char* name() const override { return "shadowFP"; } | |
| 264 | |
| 265 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | |
| 266 inout->mulByUnknownFourComponents(); | |
| 267 } | |
| 268 int32_t numLights() const { return fNumLights; } | |
| 269 const SkColor3f& ambientColor() const { return fAmbientColor; } | |
| 270 const SkVector3& lightDir(int i) const { | |
| 271 SkASSERT(i < fNumLights); | |
| 272 return fLightDir[i]; | |
| 273 } | |
| 274 const SkVector3& lightColor(int i) const { | |
| 275 SkASSERT(i < fNumLights); | |
| 276 return fLightColor[i]; | |
| 277 } | |
| 278 | |
| 279 private: | |
| 280 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } | |
| 281 | |
| 282 bool onIsEqual(const GrFragmentProcessor& proc) const override { | |
| 283 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | |
|
robertphillips
2016/07/26 16:15:05
Shouldn't we check if the number of lights is the
vjiaoblack
2016/07/27 15:26:27
Done.
| |
| 284 return fLightDir[0] == shadowFP.fLightDir[0] && | |
| 285 fLightColor[0] == shadowFP.fLightColor[0] && | |
| 286 fLightDir[1] == shadowFP.fLightDir[1] && | |
| 287 fLightColor[1] == shadowFP.fLightColor[1] && | |
| 288 fLightDir[2] == shadowFP.fLightDir[2] && | |
| 289 fLightColor[2] == shadowFP.fLightColor[2] && | |
| 290 fLightDir[3] == shadowFP.fLightDir[3] && | |
| 291 fLightColor[3] == shadowFP.fLightColor[3] && | |
| 292 fAmbientColor == shadowFP.fAmbientColor; | |
| 293 } | |
| 294 | |
|
robertphillips
2016/07/26 16:15:05
line this guy up with the rest ?
vjiaoblack
2016/07/27 15:26:27
Done.
| |
| 295 int fNumLights; | |
| 296 | |
| 297 SkVector3 fLightDir[4]; | |
| 298 SkColor3f fLightColor[4]; | |
| 299 GrTextureAccess fDepthMapAccess[4]; | |
| 300 | |
| 301 SkColor3f fAmbientColor; | |
| 302 }; | |
| 303 | |
| 304 //////////////////////////////////////////////////////////////////////////// | |
| 305 | |
| 306 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor( | |
| 307 GrContext* context, | |
| 308 const SkMatrix& viewM, | |
| 309 const SkMatrix* localMatrix, | |
| 310 SkFilterQuality filterQuality, | |
| 311 SkSourceGammaTreatment gammaTreatment) const { | |
| 312 | |
|
robertphillips
2016/07/26 16:15:05
I'm not in love with the D_FP* names
vjiaoblack
2016/07/27 15:26:28
Done.
| |
| 313 sk_sp<GrFragmentProcessor> D_FP1 = povDepthShader->asFragmentProcessor(conte xt, viewM, | |
| 314 localMatrix, filterQuality, | |
| 315 gammaTreatme nt); | |
| 316 | |
| 317 sk_sp<GrFragmentProcessor> D_FP2 = diffuseShader->asFragmentProcessor(contex t, viewM, | |
| 318 loca lMatrix, filterQuality, | |
|
jvanverth1
2016/07/26 15:01:25
Line too long.
vjiaoblack
2016/07/27 15:26:27
Done.
| |
| 319 gamm aTreatment); | |
| 320 | |
| 321 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(D_FP1, D_FP2, fLi ghts); | |
| 322 return shadowfp; | |
| 323 } | |
| 324 | |
| 325 | |
| 326 #endif | |
| 327 | |
| 328 //////////////////////////////////////////////////////////////////////////// | |
| 329 | |
| 330 bool SkShadowShaderImpl::isOpaque() const { | |
| 331 return povDepthShader->isOpaque() || diffuseShader->isOpaque(); | |
| 332 } | |
| 333 | |
| 334 SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext( | |
| 335 const SkShadowShaderImpl& shader, const ContextRec& rec, | |
| 336 SkShader::Context* povDepthContext, | |
| 337 SkShader::Context* diffuseContext, | |
| 338 void* heapAllocated) | |
| 339 : INHERITED(shader, rec) | |
| 340 , fDiffuseContext1(povDepthContext) | |
| 341 , fDiffuseContext2(diffuseContext) | |
| 342 , fHeapAllocated(heapAllocated) { | |
| 343 bool isOpaque = shader.isOpaque(); | |
| 344 | |
| 345 // update fFlags | |
| 346 uint32_t flags = 0; | |
| 347 if (isOpaque && (255 == this->getPaintAlpha())) { | |
| 348 flags |= kOpaqueAlpha_Flag; | |
| 349 } | |
| 350 | |
| 351 fFlags = flags; | |
| 352 } | |
| 353 | |
| 354 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() { | |
| 355 // The dependencies have been created outside of the context on memory that was allocated by | |
| 356 // the onCreateContext() method. Call the destructors and free the memory. | |
| 357 fDiffuseContext1->~Context(); | |
| 358 fDiffuseContext2->~Context(); | |
| 359 | |
| 360 sk_free(fHeapAllocated); | |
| 361 } | |
| 362 | |
| 363 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | |
| 364 if (color.fX <= 0.0f) { | |
| 365 color.fX = 0.0f; | |
| 366 } else if (color.fX >= 255.0f) { | |
| 367 color.fX = 255.0f; | |
| 368 } | |
| 369 | |
| 370 if (color.fY <= 0.0f) { | |
| 371 color.fY = 0.0f; | |
| 372 } else if (color.fY >= 255.0f) { | |
| 373 color.fY = 255.0f; | |
| 374 } | |
| 375 | |
| 376 if (color.fZ <= 0.0f) { | |
| 377 color.fZ = 0.0f; | |
| 378 } else if (color.fZ >= 255.0f) { | |
| 379 color.fZ = 255.0f; | |
| 380 } | |
| 381 // printf(); | |
| 382 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ; | |
| 383 } | |
| 384 | |
| 385 // larger is better (fewer times we have to loop), but we shouldn't | |
| 386 // take up too much stack-space (each one here costs 16 bytes) | |
| 387 #define BUFFER_MAX 16 | |
| 388 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, | |
| 389 SkPMColor result[], int count) { | |
| 390 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader); | |
| 391 | |
| 392 SkPMColor diffuse[BUFFER_MAX]; | |
| 393 SkPoint3 normals[BUFFER_MAX]; | |
| 394 | |
| 395 do { | |
| 396 int n = SkTMin(count, BUFFER_MAX); | |
| 397 | |
| 398 fDiffuseContext1->shadeSpan(x, y, diffuse, n); | |
| 399 fDiffuseContext2->shadeSpan(x, y, diffuse, n); | |
| 400 | |
| 401 for (int i = 0; i < n; ++i) { | |
| 402 | |
| 403 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | |
| 404 | |
| 405 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | |
| 406 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | |
| 407 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | |
| 408 const SkLights::Light& light = lightShader.fLights->light(l); | |
| 409 | |
| 410 if (SkLights::Light::kAmbient_LightType == light.type()) { | |
| 411 accum += light.color().makeScale(255.0f); | |
| 412 } else { | |
| 413 SkScalar NdotL = normals[i].dot(light.dir()); | |
| 414 if (NdotL < 0.0f) { | |
| 415 NdotL = 0.0f; | |
| 416 } | |
| 417 | |
| 418 NdotL = 1.0f; | |
| 419 | |
| 420 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot L; | |
| 421 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot L; | |
| 422 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot L; | |
| 423 } | |
| 424 } | |
| 425 | |
| 426 result[i] = convert(accum, SkColorGetA(diffColor)); | |
| 427 } | |
| 428 | |
| 429 result += n; | |
| 430 x += n; | |
| 431 count -= n; | |
| 432 } while (count > 0); | |
| 433 } | |
| 434 | |
| 435 //////////////////////////////////////////////////////////////////////////// | |
| 436 | |
| 437 #ifndef SK_IGNORE_TO_STRING | |
| 438 void SkShadowShaderImpl::toString(SkString* str) const { | |
| 439 str->appendf("ShadowShader: ()"); | |
| 440 } | |
| 441 #endif | |
| 442 | |
| 443 sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) { | |
| 444 | |
| 445 // Discarding SkShader flattenable params | |
| 446 bool hasLocalMatrix = buf.readBool(); | |
| 447 SkAssertResult(!hasLocalMatrix); | |
| 448 | |
| 449 int numLights = buf.readInt(); | |
| 450 | |
| 451 SkLights::Builder builder; | |
| 452 | |
| 453 for (int l = 0; l < numLights; ++l) { | |
| 454 bool isAmbient = buf.readBool(); | |
| 455 | |
| 456 SkColor3f color; | |
| 457 if (!buf.readScalarArray(&color.fX, 3)) { | |
| 458 return nullptr; | |
| 459 } | |
| 460 | |
| 461 if (isAmbient) { | |
| 462 builder.add(SkLights::Light(color)); | |
| 463 } else { | |
| 464 SkVector3 dir; | |
| 465 if (!buf.readScalarArray(&dir.fX, 3)) { | |
| 466 return nullptr; | |
| 467 } | |
| 468 builder.add(SkLights::Light(color, dir)); | |
| 469 } | |
| 470 } | |
| 471 | |
| 472 sk_sp<SkLights> lights(builder.finish()); | |
| 473 | |
| 474 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); | |
| 475 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); | |
| 476 | |
| 477 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), | |
| 478 std::move(diffuseShader), | |
| 479 std::move(lights)); | |
| 480 } | |
| 481 | |
| 482 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { | |
| 483 this->INHERITED::flatten(buf); | |
| 484 | |
| 485 buf.writeInt(fLights->numLights()); | |
| 486 for (int l = 0; l < fLights->numLights(); ++l) { | |
| 487 const SkLights::Light& light = fLights->light(l); | |
| 488 | |
| 489 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); | |
| 490 | |
| 491 buf.writeBool(isAmbient); | |
| 492 buf.writeScalarArray(&light.color().fX, 3); | |
| 493 if (!isAmbient) { | |
| 494 buf.writeScalarArray(&light.dir().fX, 3); | |
| 495 } | |
| 496 } | |
| 497 | |
| 498 buf.writeFlattenable(povDepthShader.get()); | |
| 499 buf.writeFlattenable(diffuseShader.get()); | |
| 500 } | |
| 501 | |
| 502 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { | |
| 503 return sizeof(ShadowShaderContext); | |
| 504 } | |
| 505 | |
| 506 SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec, | |
| 507 void* storage) const { | |
| 508 size_t heapRequired = povDepthShader->contextSize(rec) + | |
| 509 diffuseShader->contextSize(rec); | |
| 510 | |
| 511 void* heapAllocated = sk_malloc_throw(heapRequired); | |
| 512 | |
| 513 void* povDepthContextStorage = heapAllocated; | |
| 514 | |
| 515 SkShader::Context* povDepthContext = povDepthShader->createContext(rec, povD epthContextStorage); | |
| 516 if (!povDepthContext) { | |
| 517 sk_free(heapAllocated); | |
| 518 return nullptr; | |
| 519 } | |
| 520 | |
| 521 void* diffuseContextStorage = (char*)heapAllocated + povDepthShader->context Size(rec); | |
| 522 | |
| 523 SkShader::Context* diffuseContext2 = diffuseShader->createContext(rec, diffu seContextStorage); | |
| 524 if (!diffuseContext2) { | |
| 525 sk_free(heapAllocated); | |
| 526 return nullptr; | |
| 527 } | |
| 528 | |
| 529 | |
| 530 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext2, | |
| 531 heapAllocated); | |
| 532 } | |
| 533 | |
| 534 /////////////////////////////////////////////////////////////////////////////// | |
| 535 | |
| 536 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, | |
| 537 sk_sp<SkShader> diffuseShader, | |
| 538 sk_sp<SkLights> lights) { | |
| 539 if (!povDepthShader || !diffuseShader) { | |
| 540 // TODO: Use paint's color in absence of a diffuseShader | |
| 541 // TODO: Use a default implementation of normalSource instead | |
| 542 return nullptr; | |
| 543 } | |
| 544 | |
| 545 SkASSERT(lights->numLights() <= 4); | |
| 546 | |
| 547 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), | |
| 548 std::move(diffuseShader), | |
| 549 std::move(lights)); | |
| 550 } | |
| 551 | |
| 552 /////////////////////////////////////////////////////////////////////////////// | |
| 553 | |
| 554 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | |
| 555 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | |
| 556 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | |
| 557 | |
| 558 /////////////////////////////////////////////////////////////////////////////// | |
| OLD | NEW |