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Side by Side Diff: src/core/SkShadowShader.cpp

Issue 2118553002: adding new GM to demostrate new shadows (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Made requested changes Created 4 years, 4 months ago
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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 ///////////////////////////////////////////////////////////////////////////////
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