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