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| 1 /* | |
| 2 * Copyright 2016 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 "SkShadowShader.h" | |
| 11 #include "SkPoint3.h" | |
| 12 #include "SkReadBuffer.h" | |
| 13 #include "SkLights.h" | |
| 14 | |
| 15 //////////////////////////////////////////////////////////////////////////// | |
| 16 #define SK_MAX_NON_AMBIENT_LIGHTS 4 | |
| 17 | |
| 18 /** \class SkShadowShaderImpl | |
| 19 This subclass of shader applies shadowing | |
| 20 */ | |
| 21 class SkShadowShaderImpl : public SkShader { | |
| 22 public: | |
| 23 /** Create a new shadowing shader that shadows | |
| 24 @param to do to do | |
| 25 */ | |
| 26 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader, | |
| 27 sk_sp<SkShader> diffuseShader, | |
| 28 sk_sp<SkLights> lights) | |
| 29 : povDepthShader(std::move(povDepthShader)) | |
| 30 , diffuseShader(std::move(diffuseShader)) | |
| 31 , fLights(std::move(lights)) { } | |
| 32 | |
| 33 bool isOpaque() const override; | |
| 34 | |
| 35 #if SK_SUPPORT_GPU | |
| 36 sk_sp<GrFragmentProcessor> asFragmentProcessor(GrContext*, | |
| 37 const SkMatrix& viewM, | |
| 38 const SkMatrix* localMatrix, | |
| 39 SkFilterQuality, | |
| 40 SkSourceGammaTreatment) const override; | |
| 41 #endif | |
| 42 | |
| 43 class ShadowShaderContext : public SkShader::Context { | |
| 44 public: | |
| 45 // The context takes ownership of the states. It will call their destruc tors | |
| 46 // but will NOT free the memory. | |
| 47 ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&, | |
| 48 SkShader::Context* povDepthContext, | |
| 49 SkShader::Context* diffuseContext, | |
| 50 void* heapAllocated); | |
| 51 | |
| 52 ~ShadowShaderContext() override; | |
| 53 | |
| 54 void shadeSpan(int x, int y, SkPMColor[], int count) override; | |
| 55 | |
| 56 uint32_t getFlags() const override { return fFlags; } | |
| 57 | |
| 58 private: | |
| 59 SkShader::Context* fDiffuseContext1; | |
| 60 SkShader::Context* fDiffuseContext2; | |
| 61 uint32_t fFlags; | |
| 62 | |
| 63 void* fHeapAllocated; | |
| 64 | |
| 65 typedef SkShader::Context INHERITED; | |
| 66 }; | |
| 67 | |
|
robertphillips
2016/07/27 18:52:59
I think these two lines are supposed to be tabbed
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 68 SK_TO_STRING_OVERRIDE() | |
| 69 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl) | |
| 70 | |
| 71 protected: | |
| 72 void flatten(SkWriteBuffer&) const override; | |
| 73 size_t onContextSize(const ContextRec&) const override; | |
| 74 Context* onCreateContext(const ContextRec&, void*) const override; | |
| 75 | |
| 76 private: | |
| 77 sk_sp<SkShader> povDepthShader; | |
| 78 sk_sp<SkShader> diffuseShader; | |
| 79 sk_sp<SkLights> fLights; | |
| 80 | |
| 81 friend class SkShadowShader; | |
| 82 | |
| 83 typedef SkShader INHERITED; | |
| 84 }; | |
| 85 | |
| 86 //////////////////////////////////////////////////////////////////////////// | |
| 87 | |
| 88 #if SK_SUPPORT_GPU | |
| 89 | |
| 90 #include "GrCoordTransform.h" | |
| 91 #include "GrFragmentProcessor.h" | |
| 92 #include "GrInvariantOutput.h" | |
| 93 #include "GrTextureAccess.h" | |
| 94 #include "glsl/GrGLSLFragmentProcessor.h" | |
| 95 #include "glsl/GrGLSLFragmentShaderBuilder.h" | |
| 96 #include "glsl/GrGLSLProgramDataManager.h" | |
| 97 #include "glsl/GrGLSLUniformHandler.h" | |
| 98 #include "SkGr.h" | |
| 99 #include "SkGrPriv.h" | |
| 100 #include "SkSpecialImage.h" | |
| 101 #include "SkImage_Base.h" | |
| 102 #include "SkImageInfo.h" | |
| 103 #include "GrContext.h" | |
| 104 #include "GrContextOptions.h" | |
| 105 | |
| 106 class ShadowFP : public GrFragmentProcessor { | |
| 107 public: | |
| 108 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, | |
| 109 sk_sp<GrFragmentProcessor> diffuse, | |
| 110 sk_sp<SkLights> lights, | |
| 111 GrContext* context) { | |
| 112 | |
| 113 // fuse all ambient lights into a single one | |
| 114 fAmbientColor.set(0.0f, 0.0f, 0.0f); | |
| 115 | |
| 116 fGrContext = context; | |
|
jvanverth1
2016/07/27 17:46:04
Do you use this anywhere else? If not, you don't n
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 117 | |
| 118 fNumDirLights = 0; // refers to directional lights. | |
| 119 for (int i = 0; i < lights->numLights(); ++i) { | |
| 120 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { | |
| 121 fAmbientColor += lights->light(i).color(); | |
| 122 } else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){ | |
| 123 fNumDirLights++; | |
|
robertphillips
2016/07/27 18:52:59
I think you need to index by fNumDirLights (in the
vjiaoblack
2016/07/28 17:17:52
Done.
| |
| 124 fLightColor[i] = lights->light(i).color(); | |
| 125 fLightDir[i] = lights->light(i).dir(); | |
| 126 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap().get()); | |
| 127 | |
| 128 // this sk_sp gets deleted when the ShadowFP is destroyed, and f rees the GrTexture* | |
|
robertphillips
2016/07/27 18:52:59
IIUC, asTextureRef returns a "GrTexture*" so I thi
vjiaoblack
2016/07/28 17:17:52
Done.
| |
| 129 fTexture[i] = sk_sp<GrTexture>(std::move(shadowMap->asTextureRef (fGrContext, | |
| 130 GrTextur eParams::ClampNoFilter(), | |
|
jvanverth1
2016/07/27 17:46:04
Still over 100 chars.
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 131 SkSource GammaTreatment::kIgnore))); | |
| 132 fDepthMapAccess[i].reset(fTexture[i].get()); | |
| 133 this->addTextureAccess(&fDepthMapAccess[i]); | |
| 134 } | |
| 135 } | |
| 136 | |
| 137 this->registerChildProcessor(std::move(povDepth)); | |
| 138 this->registerChildProcessor(std::move(diffuse)); | |
| 139 this->initClassID<ShadowFP>(); | |
| 140 } | |
| 141 | |
| 142 class GLSLShadowFP : public GrGLSLFragmentProcessor { | |
| 143 public: | |
| 144 GLSLShadowFP() { } | |
| 145 | |
| 146 void emitCode(EmitArgs& args) override { | |
| 147 | |
| 148 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | |
| 149 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | |
| 150 | |
| 151 // add uniforms | |
| 152 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; | |
| 153 | |
| 154 const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr}; | |
| 155 const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr} ; | |
| 156 | |
| 157 for (int i = 0; i < numLights; i++) { | |
| 158 lightDirUniName[i] = nullptr; | |
| 159 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, | |
| 160 kVec3f_GrSLType, kD efault_GrSLPrecision, | |
|
jvanverth1
2016/07/27 17:46:04
Over 100 chars?
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 161 "LightDir" + (i+1), &lightDirUniName[i]); | |
| 162 | |
| 163 lightColorUniName[i] = nullptr; | |
| 164 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, | |
| 165 kVec3f_GrSLType, kDefault_GrSLPrecision, | |
|
jvanverth1
2016/07/27 17:46:04
Over 100 chars?
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 166 "LightColor" + (i +1), &lightColorUniName[i]); | |
| 167 } | |
| 168 | |
| 169 SkString povDepth("povDepth"); | |
| 170 this->emitChild(0, nullptr, &povDepth, args); | |
| 171 | |
| 172 SkString diffuseColor("inDiffuseColor"); | |
| 173 this->emitChild(1, nullptr, &diffuseColor, args); | |
| 174 | |
| 175 SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS]; | |
| 176 | |
| 177 for (int i = 0; i < numLights; i++) { | |
| 178 const char* povCoord = "povCoord" + i; | |
| 179 | |
| 180 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | |
| 181 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, | |
|
robertphillips
2016/07/27 18:52:59
Is the 400 coming from the fact that the GM has a
vjiaoblack
2016/07/28 17:17:51
Yes. I'll pass this stuff in when I migrate to a S
robertphillips
2016/07/28 19:47:25
Well, isn't the 400 value going to have to vary wi
| |
| 182 // and the / 400 brings it back to a sampler coordinate, 0 - 1 | |
| 183 fragBuilder->codeAppendf("vec2 %s = vMatrixCoord_0_1_Stage0 + " | |
| 184 "(vec2(%s) * povDepth.b * 255 / 400);", | |
| 185 povCoord, lightDirUniName[i]); | |
| 186 | |
| 187 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], | |
| 188 povCoord, | |
| 189 kVec2f_GrSLType); | |
| 190 } | |
| 191 | |
| 192 const char* ambientColorUniName = nullptr; | |
| 193 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | |
| 194 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | |
| 195 "AmbientColor", &ambie ntColorUniName); | |
| 196 | |
| 197 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | |
| 198 | |
| 199 // all the normal vectors point straight up | |
| 200 SkString totalLightColor("totalLightColor"); | |
| 201 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", | |
| 202 totalLightColor.c_str()); | |
| 203 | |
| 204 for (int i = 0; i < numLights; i++) { | |
| 205 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | |
| 206 povDepth.c_str(), depthMaps[i].c_str()) ; | |
| 207 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s;", | |
| 208 totalLightColor.c_str(), | |
| 209 lightDirUniName[i], | |
| 210 lightColorUniName[i]); | |
| 211 fragBuilder->codeAppendf("}"); | |
| 212 } | |
| 213 | |
| 214 fragBuilder->codeAppendf("%s += %s;", | |
| 215 totalLightColor.c_str(), | |
| 216 ambientColorUniName); | |
| 217 | |
| 218 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | |
| 219 totalLightColor.c_str()); | |
| 220 | |
| 221 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | |
| 222 } | |
| 223 | |
| 224 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | |
| 225 GrProcessorKeyBuilder* b) { | |
| 226 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | |
| 227 b->add32(shadowFP.fNumDirLights); | |
| 228 } | |
| 229 | |
| 230 protected: | |
| 231 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | |
| 232 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | |
| 233 | |
| 234 fNumDirLights = shadowFP.numLights(); | |
| 235 | |
| 236 for (int i = 0; i < fNumDirLights; i++) { | |
| 237 const SkVector3 &lightDir = shadowFP.lightDir(i); | |
| 238 if (lightDir != fLightDir[i]) { | |
| 239 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); | |
| 240 fLightDir[i] = lightDir; | |
| 241 } | |
| 242 const SkColor3f &lightColor = shadowFP.lightColor(i); | |
| 243 if (lightColor != fLightColor[i]) { | |
| 244 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); | |
| 245 fLightColor[i] = lightColor; | |
| 246 } | |
| 247 } | |
| 248 | |
| 249 const SkColor3f& ambientColor = shadowFP.ambientColor(); | |
| 250 if (ambientColor != fAmbientColor) { | |
| 251 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | |
| 252 fAmbientColor = ambientColor; | |
| 253 } | |
| 254 } | |
| 255 | |
| 256 private: | |
| 257 SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS]; | |
|
robertphillips
2016/07/27 18:52:59
Shouldn't these other 4s be SK_MAX_NON_AMBIENT_LIG
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 258 GrGLSLProgramDataManager::UniformHandle fLightDirUni[4]; | |
| 259 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS]; | |
| 260 GrGLSLProgramDataManager::UniformHandle fLightColorUni[4]; | |
| 261 | |
| 262 SkColor3f fAmbientColor; | |
| 263 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; | |
| 264 | |
| 265 int fNumDirLights; | |
| 266 }; | |
| 267 | |
| 268 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | |
| 269 GLSLShadowFP::GenKey(*this, caps, b); | |
| 270 } | |
| 271 | |
| 272 const char* name() const override { return "shadowFP"; } | |
| 273 | |
| 274 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | |
| 275 inout->mulByUnknownFourComponents(); | |
| 276 } | |
| 277 int32_t numLights() const { return fNumDirLights; } | |
| 278 const SkColor3f& ambientColor() const { return fAmbientColor; } | |
| 279 const SkVector3& lightDir(int i) const { | |
| 280 SkASSERT(i < fNumDirLights); | |
| 281 return fLightDir[i]; | |
| 282 } | |
| 283 const SkVector3& lightColor(int i) const { | |
| 284 SkASSERT(i < fNumDirLights); | |
| 285 return fLightColor[i]; | |
| 286 } | |
| 287 | |
| 288 private: | |
| 289 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } | |
| 290 | |
| 291 bool onIsEqual(const GrFragmentProcessor& proc) const override { | |
| 292 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | |
|
robertphillips
2016/07/27 18:52:59
You could just say:
if (fAmbientColor != shadowFP
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 293 bool isEqual = fAmbientColor == shadowFP.fAmbientColor && | |
| 294 fNumDirLights == shadowFP.fNumDirLights; | |
| 295 | |
| 296 for (int i = 0; i < fNumDirLights && isEqual; i++) { | |
|
robertphillips
2016/07/27 18:52:59
Similarly, in here you can just return false if an
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 297 isEqual = isEqual && fLightDir[i] == shadowFP.fLightDir[i] && | |
| 298 fLightColor[i] == shadowFP.fLightColor[i]; | |
| 299 } | |
| 300 | |
| 301 return isEqual; | |
| 302 } | |
| 303 | |
| 304 int fNumDirLights; | |
| 305 | |
|
robertphillips
2016/07/27 18:52:59
SK_MAX_NON_AMBIENT_LIGHTS ?
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 306 SkVector3 fLightDir[4]; | |
| 307 SkColor3f fLightColor[4]; | |
| 308 GrTextureAccess fDepthMapAccess[4]; | |
| 309 sk_sp<GrTexture> fTexture[4]; | |
| 310 GrContext* fGrContext; | |
| 311 | |
| 312 SkColor3f fAmbientColor; | |
| 313 }; | |
| 314 | |
| 315 //////////////////////////////////////////////////////////////////////////// | |
| 316 | |
| 317 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor( | |
| 318 GrContext* context, | |
| 319 const SkMatrix& viewM, | |
| 320 const SkMatrix* localMatrix, | |
| 321 SkFilterQuality filterQuality, | |
| 322 SkSourceGammaTreatment gammaTreatment) const { | |
| 323 | |
|
robertphillips
2016/07/27 18:52:59
Can you keep the method name next to the '->' and
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 324 sk_sp<GrFragmentProcessor> povDepthFP = povDepthShader-> | |
| 325 asFragmentProcessor(context, viewM, localMatrix, filterQuality, gamm aTreatment); | |
| 326 | |
| 327 sk_sp<GrFragmentProcessor> diffuseFP = diffuseShader-> | |
| 328 asFragmentProcessor(context, viewM, localMatrix, filterQuality, gamm aTreatment); | |
| 329 | |
|
robertphillips
2016/07/27 18:52:59
Seems like you want some std::moves for diffuseFP
vjiaoblack
2016/07/28 17:17:52
Done.
| |
| 330 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(povDepthFP, diffu seFP, fLights, context); | |
|
jvanverth1
2016/07/27 17:46:04
100 chars
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 331 return shadowfp; | |
| 332 } | |
| 333 | |
| 334 | |
| 335 #endif | |
| 336 | |
| 337 //////////////////////////////////////////////////////////////////////////// | |
| 338 | |
| 339 bool SkShadowShaderImpl::isOpaque() const { | |
| 340 return povDepthShader->isOpaque() || diffuseShader->isOpaque(); | |
| 341 } | |
| 342 | |
| 343 SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext( | |
| 344 const SkShadowShaderImpl& shader, const ContextRec& rec, | |
| 345 SkShader::Context* povDepthContext, | |
| 346 SkShader::Context* diffuseContext, | |
| 347 void* heapAllocated) | |
| 348 : INHERITED(shader, rec) | |
| 349 , fDiffuseContext1(povDepthContext) | |
| 350 , fDiffuseContext2(diffuseContext) | |
| 351 , fHeapAllocated(heapAllocated) { | |
| 352 bool isOpaque = shader.isOpaque(); | |
| 353 | |
| 354 // update fFlags | |
| 355 uint32_t flags = 0; | |
| 356 if (isOpaque && (255 == this->getPaintAlpha())) { | |
| 357 flags |= kOpaqueAlpha_Flag; | |
| 358 } | |
| 359 | |
| 360 fFlags = flags; | |
| 361 } | |
| 362 | |
| 363 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() { | |
| 364 // The dependencies have been created outside of the context on memory that was allocated by | |
| 365 // the onCreateContext() method. Call the destructors and free the memory. | |
| 366 fDiffuseContext1->~Context(); | |
| 367 fDiffuseContext2->~Context(); | |
| 368 | |
| 369 sk_free(fHeapAllocated); | |
| 370 } | |
| 371 | |
| 372 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | |
| 373 if (color.fX <= 0.0f) { | |
| 374 color.fX = 0.0f; | |
| 375 } else if (color.fX >= 255.0f) { | |
| 376 color.fX = 255.0f; | |
| 377 } | |
| 378 | |
| 379 if (color.fY <= 0.0f) { | |
| 380 color.fY = 0.0f; | |
| 381 } else if (color.fY >= 255.0f) { | |
| 382 color.fY = 255.0f; | |
| 383 } | |
| 384 | |
| 385 if (color.fZ <= 0.0f) { | |
| 386 color.fZ = 0.0f; | |
| 387 } else if (color.fZ >= 255.0f) { | |
| 388 color.fZ = 255.0f; | |
| 389 } | |
|
robertphillips
2016/07/27 18:52:59
rm the printf
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 390 // printf(); | |
| 391 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ; | |
| 392 } | |
| 393 | |
| 394 // larger is better (fewer times we have to loop), but we shouldn't | |
| 395 // take up too much stack-space (each one here costs 16 bytes) | |
| 396 #define BUFFER_MAX 16 | |
| 397 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, | |
| 398 SkPMColor result[], int count) { | |
| 399 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader); | |
| 400 | |
| 401 SkPMColor diffuse[BUFFER_MAX]; | |
| 402 SkPoint3 normals[BUFFER_MAX]; | |
| 403 | |
| 404 do { | |
| 405 int n = SkTMin(count, BUFFER_MAX); | |
| 406 | |
| 407 fDiffuseContext1->shadeSpan(x, y, diffuse, n); | |
| 408 fDiffuseContext2->shadeSpan(x, y, diffuse, n); | |
| 409 | |
| 410 for (int i = 0; i < n; ++i) { | |
| 411 | |
| 412 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | |
| 413 | |
| 414 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | |
| 415 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | |
| 416 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | |
| 417 const SkLights::Light& light = lightShader.fLights->light(l); | |
| 418 | |
| 419 if (SkLights::Light::kAmbient_LightType == light.type()) { | |
| 420 accum += light.color().makeScale(255.0f); | |
| 421 } else { | |
| 422 SkScalar NdotL = normals[i].dot(light.dir()); | |
| 423 if (NdotL < 0.0f) { | |
| 424 NdotL = 0.0f; | |
| 425 } | |
| 426 | |
|
robertphillips
2016/07/27 18:52:59
It seems like pegging NdotL is going to short circ
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 427 NdotL = 1.0f; | |
| 428 | |
| 429 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot L; | |
| 430 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot L; | |
| 431 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot L; | |
| 432 } | |
| 433 } | |
| 434 | |
| 435 result[i] = convert(accum, SkColorGetA(diffColor)); | |
| 436 } | |
| 437 | |
| 438 result += n; | |
| 439 x += n; | |
| 440 count -= n; | |
| 441 } while (count > 0); | |
| 442 } | |
| 443 | |
| 444 //////////////////////////////////////////////////////////////////////////// | |
| 445 | |
| 446 #ifndef SK_IGNORE_TO_STRING | |
| 447 void SkShadowShaderImpl::toString(SkString* str) const { | |
| 448 str->appendf("ShadowShader: ()"); | |
| 449 } | |
| 450 #endif | |
| 451 | |
| 452 sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) { | |
| 453 | |
| 454 // Discarding SkShader flattenable params | |
| 455 bool hasLocalMatrix = buf.readBool(); | |
| 456 SkAssertResult(!hasLocalMatrix); | |
| 457 | |
| 458 int numLights = buf.readInt(); | |
| 459 | |
| 460 SkLights::Builder builder; | |
| 461 | |
| 462 for (int l = 0; l < numLights; ++l) { | |
| 463 bool isAmbient = buf.readBool(); | |
| 464 | |
| 465 SkColor3f color; | |
| 466 if (!buf.readScalarArray(&color.fX, 3)) { | |
| 467 return nullptr; | |
| 468 } | |
| 469 | |
| 470 if (isAmbient) { | |
| 471 builder.add(SkLights::Light(color)); | |
| 472 } else { | |
| 473 SkVector3 dir; | |
| 474 if (!buf.readScalarArray(&dir.fX, 3)) { | |
| 475 return nullptr; | |
| 476 } | |
| 477 builder.add(SkLights::Light(color, dir)); | |
| 478 } | |
| 479 } | |
| 480 | |
| 481 sk_sp<SkLights> lights(builder.finish()); | |
| 482 | |
| 483 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); | |
| 484 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); | |
| 485 | |
| 486 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), | |
| 487 std::move(diffuseShader), | |
| 488 std::move(lights)); | |
| 489 } | |
| 490 | |
| 491 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { | |
| 492 this->INHERITED::flatten(buf); | |
| 493 | |
| 494 buf.writeInt(fLights->numLights()); | |
| 495 for (int l = 0; l < fLights->numLights(); ++l) { | |
| 496 const SkLights::Light& light = fLights->light(l); | |
| 497 | |
| 498 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); | |
| 499 | |
| 500 buf.writeBool(isAmbient); | |
| 501 buf.writeScalarArray(&light.color().fX, 3); | |
| 502 if (!isAmbient) { | |
| 503 buf.writeScalarArray(&light.dir().fX, 3); | |
| 504 } | |
| 505 } | |
| 506 | |
| 507 buf.writeFlattenable(povDepthShader.get()); | |
| 508 buf.writeFlattenable(diffuseShader.get()); | |
| 509 } | |
| 510 | |
| 511 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { | |
| 512 return sizeof(ShadowShaderContext); | |
| 513 } | |
| 514 | |
| 515 SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec, | |
| 516 void* storage) const { | |
| 517 size_t heapRequired = povDepthShader->contextSize(rec) + | |
|
robertphillips
2016/07/27 18:52:59
extra space ?
vjiaoblack
2016/07/28 17:17:52
Done.
| |
| 518 diffuseShader->contextSize(rec); | |
| 519 | |
| 520 void* heapAllocated = sk_malloc_throw(heapRequired); | |
| 521 | |
| 522 void* povDepthContextStorage = heapAllocated; | |
| 523 | |
| 524 SkShader::Context* povDepthContext = povDepthShader->createContext(rec, povD epthContextStorage); | |
| 525 if (!povDepthContext) { | |
| 526 sk_free(heapAllocated); | |
| 527 return nullptr; | |
| 528 } | |
| 529 | |
| 530 void* diffuseContextStorage = (char*)heapAllocated + povDepthShader->context Size(rec); | |
| 531 | |
|
robertphillips
2016/07/27 18:52:59
I don't think we need the '2' suffix here
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 532 SkShader::Context* diffuseContext2 = diffuseShader->createContext(rec, diffu seContextStorage); | |
| 533 if (!diffuseContext2) { | |
| 534 sk_free(heapAllocated); | |
| 535 return nullptr; | |
| 536 } | |
| 537 | |
|
robertphillips
2016/07/27 18:52:59
extra '\n' here ?
vjiaoblack
2016/07/28 17:17:51
Done.
| |
| 538 | |
| 539 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext2, | |
| 540 heapAllocated); | |
| 541 } | |
| 542 | |
| 543 /////////////////////////////////////////////////////////////////////////////// | |
| 544 | |
| 545 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, | |
| 546 sk_sp<SkShader> diffuseShader, | |
| 547 sk_sp<SkLights> lights) { | |
| 548 if (!povDepthShader || !diffuseShader) { | |
| 549 // TODO: Use paint's color in absence of a diffuseShader | |
| 550 // TODO: Use a default implementation of normalSource instead | |
| 551 return nullptr; | |
| 552 } | |
| 553 | |
| 554 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), | |
| 555 std::move(diffuseShader), | |
| 556 std::move(lights)); | |
| 557 } | |
| 558 | |
| 559 /////////////////////////////////////////////////////////////////////////////// | |
| 560 | |
| 561 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | |
| 562 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | |
| 563 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | |
| 564 | |
| 565 /////////////////////////////////////////////////////////////////////////////// | |
| OLD | NEW |