OLD | NEW |
(Empty) | |
| 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 #include "SkPoint3.h" |
| 12 |
| 13 //////////////////////////////////////////////////////////////////////////// |
| 14 #define SK_MAX_NON_AMBIENT_LIGHTS 4 |
| 15 |
| 16 /** \class SkShadowShaderImpl |
| 17 This subclass of shader applies shadowing |
| 18 */ |
| 19 class SkShadowShaderImpl : public SkShader { |
| 20 public: |
| 21 /** Create a new shadowing shader that shadows |
| 22 @param to do to do |
| 23 */ |
| 24 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader, |
| 25 sk_sp<SkShader> diffuseShader, |
| 26 sk_sp<SkLights> lights) |
| 27 : povDepthShader(std::move(povDepthShader)) |
| 28 , diffuseShader(std::move(diffuseShader)) |
| 29 , fLights(std::move(lights)) { } |
| 30 |
| 31 bool isOpaque() const override; |
| 32 |
| 33 #if SK_SUPPORT_GPU |
| 34 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri
de; |
| 35 #endif |
| 36 |
| 37 class ShadowShaderContext : public SkShader::Context { |
| 38 public: |
| 39 // The context takes ownership of the states. It will call their destruc
tors |
| 40 // but will NOT free the memory. |
| 41 ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&, |
| 42 SkShader::Context* povDepthContext, |
| 43 SkShader::Context* diffuseContext, |
| 44 void* heapAllocated); |
| 45 |
| 46 ~ShadowShaderContext() override; |
| 47 |
| 48 void shadeSpan(int x, int y, SkPMColor[], int count) override; |
| 49 |
| 50 uint32_t getFlags() const override { return fFlags; } |
| 51 |
| 52 private: |
| 53 SkShader::Context* fPovDepthContext; |
| 54 SkShader::Context* fDiffuseContext; |
| 55 uint32_t fFlags; |
| 56 |
| 57 void* fHeapAllocated; |
| 58 |
| 59 typedef SkShader::Context INHERITED; |
| 60 }; |
| 61 |
| 62 SK_TO_STRING_OVERRIDE() |
| 63 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl) |
| 64 |
| 65 protected: |
| 66 void flatten(SkWriteBuffer&) const override; |
| 67 size_t onContextSize(const ContextRec&) const override; |
| 68 Context* onCreateContext(const ContextRec&, void*) const override; |
| 69 |
| 70 private: |
| 71 sk_sp<SkShader> povDepthShader; |
| 72 sk_sp<SkShader> diffuseShader; |
| 73 sk_sp<SkLights> fLights; |
| 74 |
| 75 friend class SkShadowShader; |
| 76 |
| 77 typedef SkShader INHERITED; |
| 78 }; |
| 79 |
| 80 //////////////////////////////////////////////////////////////////////////// |
| 81 |
| 82 #if SK_SUPPORT_GPU |
| 83 |
| 84 #include "GrCoordTransform.h" |
| 85 #include "GrFragmentProcessor.h" |
| 86 #include "GrInvariantOutput.h" |
| 87 #include "glsl/GrGLSLFragmentProcessor.h" |
| 88 #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| 89 #include "SkGr.h" |
| 90 #include "SkGrPriv.h" |
| 91 #include "SkSpecialImage.h" |
| 92 #include "SkImage_Base.h" |
| 93 #include "GrContext.h" |
| 94 |
| 95 class ShadowFP : public GrFragmentProcessor { |
| 96 public: |
| 97 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, |
| 98 sk_sp<GrFragmentProcessor> diffuse, |
| 99 sk_sp<SkLights> lights, |
| 100 GrContext* context) { |
| 101 |
| 102 // fuse all ambient lights into a single one |
| 103 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
| 104 |
| 105 fNumDirLights = 0; // refers to directional lights. |
| 106 for (int i = 0; i < lights->numLights(); ++i) { |
| 107 if (SkLights::Light::kAmbient_LightType == lights->light(i).type())
{ |
| 108 fAmbientColor += lights->light(i).color(); |
| 109 } else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){ |
| 110 fLightColor[fNumDirLights] = lights->light(i).color(); |
| 111 fLightDir[fNumDirLights] = lights->light(i).dir(); |
| 112 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh
adowMap().get()); |
| 113 |
| 114 // this sk_sp gets deleted when the ShadowFP is destroyed, and f
rees the GrTexture* |
| 115 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR
ef(context, |
| 116 GrTextureParams::Clam
pNoFilter(), |
| 117 SkSourceGammaTreatmen
t::kIgnore)); |
| 118 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get
()); |
| 119 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); |
| 120 |
| 121 fNumDirLights++; |
| 122 } |
| 123 } |
| 124 |
| 125 this->registerChildProcessor(std::move(povDepth)); |
| 126 this->registerChildProcessor(std::move(diffuse)); |
| 127 this->initClassID<ShadowFP>(); |
| 128 } |
| 129 |
| 130 class GLSLShadowFP : public GrGLSLFragmentProcessor { |
| 131 public: |
| 132 GLSLShadowFP() { } |
| 133 |
| 134 void emitCode(EmitArgs& args) override { |
| 135 |
| 136 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| 137 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| 138 |
| 139 // add uniforms |
| 140 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; |
| 141 |
| 142 const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr}; |
| 143 const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr}
; |
| 144 |
| 145 for (int i = 0; i < numLights; i++) { |
| 146 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF
lag, |
| 147 kVec3f_GrSLType, |
| 148 kDefault_GrSLPrecis
ion, |
| 149 "LightDir" + (i+1), |
| 150 &lightDirUniName[i]
); |
| 151 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade
rFlag, |
| 152 kVec3f_GrSLType, |
| 153 kDefault_GrSLPrec
ision, |
| 154 "LightColor" + (i
+1), |
| 155 &lightColorUniNam
e[i]); |
| 156 } |
| 157 |
| 158 SkString povDepth("povDepth"); |
| 159 this->emitChild(0, nullptr, &povDepth, args); |
| 160 |
| 161 SkString diffuseColor("inDiffuseColor"); |
| 162 this->emitChild(1, nullptr, &diffuseColor, args); |
| 163 |
| 164 SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS]; |
| 165 |
| 166 for (int i = 0; i < numLights; i++) { |
| 167 SkString povCoord("povCoord"); |
| 168 povCoord.appendf("%d", i); |
| 169 |
| 170 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
| 171 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s
pace, |
| 172 // and the / 400 brings it back to a sampler coordinate, 0 - 1 |
| 173 // The 400 comes from the shadowmaps GM. |
| 174 // TODO use real shadowmaps size |
| 175 SkString offset("lol"); |
| 176 offset.appendf("%d", i); |
| 177 |
| 178 fragBuilder->codeAppendf("vec2 %s = (vec2(%s) * povDepth.b * 255
/ 400);", |
| 179 offset.c_str(), lightDirUniName[i]); |
| 180 |
| 181 |
| 182 fragBuilder->codeAppendf("vec2 %s = vec2(vMatrixCoord_0_1_Stage0
.x, " |
| 183 "vMatrixCoord_0_1_Stage0
.y) + " |
| 184 "vec2(%s.x, 0 - %s.y);", |
| 185 povCoord.c_str(), offset.c_str(), offse
t.c_str()); |
| 186 |
| 187 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler
s[i], |
| 188 povCoord.c_str(), |
| 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 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N .
L))) |
| 200 SkString totalLightColor("totalLightColor"); |
| 201 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str
()); |
| 202 |
| 203 for (int i = 0; i < numLights ; i++) { |
| 204 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
| 205 povDepth.c_str(), depthMaps[i].c_str())
; |
| 206 // dot(vec3(0,0,1), %s) == %s.z * %s |
| 207 fragBuilder->codeAppendf("%s += %s.z * %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]; |
| 258 GrGLSLProgramDataManager::UniformHandle fLightDirUni[SK_MAX_NON_AMBIENT_
LIGHTS]; |
| 259 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS]; |
| 260 GrGLSLProgramDataManager::UniformHandle fLightColorUni[SK_MAX_NON_AMBIEN
T_LIGHTS]; |
| 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>(); |
| 293 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP
.fNumDirLights) { |
| 294 return false; |
| 295 } |
| 296 |
| 297 for (int i = 0; i < fNumDirLights; i++) { |
| 298 if (fLightDir[i] != shadowFP.fLightDir[i] || |
| 299 fLightColor[i] == shadowFP.fLightColor[i]) { |
| 300 return false; |
| 301 } |
| 302 } |
| 303 |
| 304 return true; |
| 305 } |
| 306 |
| 307 int fNumDirLights; |
| 308 |
| 309 SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS]; |
| 310 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS]; |
| 311 GrTextureAccess fDepthMapAccess[SK_MAX_NON_AMBIENT_LIGHTS]; |
| 312 sk_sp<GrTexture> fTexture[SK_MAX_NON_AMBIENT_LIGHTS]; |
| 313 |
| 314 SkColor3f fAmbientColor; |
| 315 }; |
| 316 |
| 317 //////////////////////////////////////////////////////////////////////////// |
| 318 |
| 319 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg
s& fpargs) const { |
| 320 |
| 321 sk_sp<GrFragmentProcessor> povDepthFP = povDepthShader->asFragmentProcessor(
fpargs); |
| 322 |
| 323 sk_sp<GrFragmentProcessor> diffuseFP = diffuseShader->asFragmentProcessor(fp
args); |
| 324 |
| 325 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept
hFP), |
| 326 std::move(diffuse
FP), |
| 327 std::move(fLights
), |
| 328 fpargs.fContext); |
| 329 return shadowfp; |
| 330 } |
| 331 |
| 332 |
| 333 #endif |
| 334 |
| 335 //////////////////////////////////////////////////////////////////////////// |
| 336 |
| 337 bool SkShadowShaderImpl::isOpaque() const { |
| 338 return diffuseShader->isOpaque(); |
| 339 } |
| 340 |
| 341 SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext( |
| 342 const SkShadowShaderImpl& shader, const ContextRec& rec, |
| 343 SkShader::Context* povDepthContext, |
| 344 SkShader::Context* diffuseContext, |
| 345 void* heapAllocated) |
| 346 : INHERITED(shader, rec) |
| 347 , fPovDepthContext(povDepthContext) |
| 348 , fDiffuseContext(diffuseContext) |
| 349 , fHeapAllocated(heapAllocated) { |
| 350 bool isOpaque = shader.isOpaque(); |
| 351 |
| 352 // update fFlags |
| 353 uint32_t flags = 0; |
| 354 if (isOpaque && (255 == this->getPaintAlpha())) { |
| 355 flags |= kOpaqueAlpha_Flag; |
| 356 } |
| 357 |
| 358 fFlags = flags; |
| 359 } |
| 360 |
| 361 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() { |
| 362 // The dependencies have been created outside of the context on memory that
was allocated by |
| 363 // the onCreateContext() method. Call the destructors and free the memory. |
| 364 fPovDepthContext->~Context(); |
| 365 fDiffuseContext->~Context(); |
| 366 |
| 367 sk_free(fHeapAllocated); |
| 368 } |
| 369 |
| 370 static inline SkPMColor convert(SkColor3f color, U8CPU a) { |
| 371 if (color.fX <= 0.0f) { |
| 372 color.fX = 0.0f; |
| 373 } else if (color.fX >= 255.0f) { |
| 374 color.fX = 255.0f; |
| 375 } |
| 376 |
| 377 if (color.fY <= 0.0f) { |
| 378 color.fY = 0.0f; |
| 379 } else if (color.fY >= 255.0f) { |
| 380 color.fY = 255.0f; |
| 381 } |
| 382 |
| 383 if (color.fZ <= 0.0f) { |
| 384 color.fZ = 0.0f; |
| 385 } else if (color.fZ >= 255.0f) { |
| 386 color.fZ = 255.0f; |
| 387 } |
| 388 |
| 389 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ)
; |
| 390 } |
| 391 |
| 392 // larger is better (fewer times we have to loop), but we shouldn't |
| 393 // take up too much stack-space (each one here costs 16 bytes) |
| 394 #define BUFFER_MAX 16 |
| 395 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, |
| 396 SkPMColor result[], int
count) { |
| 397 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl
&>(fShader); |
| 398 |
| 399 SkPMColor diffuse[BUFFER_MAX]; |
| 400 |
| 401 do { |
| 402 int n = SkTMin(count, BUFFER_MAX); |
| 403 |
| 404 fPovDepthContext->shadeSpan(x, y, diffuse, n); |
| 405 fDiffuseContext->shadeSpan(x, y, diffuse, n); |
| 406 |
| 407 for (int i = 0; i < n; ++i) { |
| 408 |
| 409 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); |
| 410 |
| 411 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
| 412 // This is all done in linear unpremul color space (each component 0
..255.0f though) |
| 413 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
| 414 const SkLights::Light& light = lightShader.fLights->light(l); |
| 415 |
| 416 if (SkLights::Light::kAmbient_LightType == light.type()) { |
| 417 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 418 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 419 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 420 } else { |
| 421 // scaling by fZ accounts for lighting direction |
| 422 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC
olorGetR(diffColor); |
| 423 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC
olorGetG(diffColor); |
| 424 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC
olorGetB(diffColor); |
| 425 } |
| 426 } |
| 427 |
| 428 result[i] = convert(accum, SkColorGetA(diffColor)); |
| 429 } |
| 430 |
| 431 result += n; |
| 432 x += n; |
| 433 count -= n; |
| 434 } while (count > 0); |
| 435 } |
| 436 |
| 437 //////////////////////////////////////////////////////////////////////////// |
| 438 |
| 439 #ifndef SK_IGNORE_TO_STRING |
| 440 void SkShadowShaderImpl::toString(SkString* str) const { |
| 441 str->appendf("ShadowShader: ()"); |
| 442 } |
| 443 #endif |
| 444 |
| 445 sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) { |
| 446 |
| 447 // Discarding SkShader flattenable params |
| 448 bool hasLocalMatrix = buf.readBool(); |
| 449 SkAssertResult(!hasLocalMatrix); |
| 450 |
| 451 int numLights = buf.readInt(); |
| 452 |
| 453 SkLights::Builder builder; |
| 454 |
| 455 for (int l = 0; l < numLights; ++l) { |
| 456 bool isAmbient = buf.readBool(); |
| 457 |
| 458 SkColor3f color; |
| 459 if (!buf.readScalarArray(&color.fX, 3)) { |
| 460 return nullptr; |
| 461 } |
| 462 |
| 463 if (isAmbient) { |
| 464 builder.add(SkLights::Light(color)); |
| 465 } else { |
| 466 SkVector3 dir; |
| 467 if (!buf.readScalarArray(&dir.fX, 3)) { |
| 468 return nullptr; |
| 469 } |
| 470 builder.add(SkLights::Light(color, dir)); |
| 471 } |
| 472 } |
| 473 |
| 474 sk_sp<SkLights> lights(builder.finish()); |
| 475 |
| 476 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); |
| 477 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); |
| 478 |
| 479 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), |
| 480 std::move(diffuseShader), |
| 481 std::move(lights)); |
| 482 } |
| 483 |
| 484 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { |
| 485 this->INHERITED::flatten(buf); |
| 486 |
| 487 buf.writeInt(fLights->numLights()); |
| 488 for (int l = 0; l < fLights->numLights(); ++l) { |
| 489 const SkLights::Light& light = fLights->light(l); |
| 490 |
| 491 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); |
| 492 |
| 493 buf.writeBool(isAmbient); |
| 494 buf.writeScalarArray(&light.color().fX, 3); |
| 495 if (!isAmbient) { |
| 496 buf.writeScalarArray(&light.dir().fX, 3); |
| 497 } |
| 498 } |
| 499 |
| 500 buf.writeFlattenable(povDepthShader.get()); |
| 501 buf.writeFlattenable(diffuseShader.get()); |
| 502 } |
| 503 |
| 504 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { |
| 505 return sizeof(ShadowShaderContext); |
| 506 } |
| 507 |
| 508 SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec, |
| 509 void* storage) const { |
| 510 size_t heapRequired = povDepthShader->contextSize(rec) + |
| 511 diffuseShader->contextSize(rec); |
| 512 |
| 513 void* heapAllocated = sk_malloc_throw(heapRequired); |
| 514 |
| 515 void* povDepthContextStorage = heapAllocated; |
| 516 |
| 517 SkShader::Context* povDepthContext = |
| 518 povDepthShader->createContext(rec, povDepthContextStorage); |
| 519 |
| 520 if (!povDepthContext) { |
| 521 sk_free(heapAllocated); |
| 522 return nullptr; |
| 523 } |
| 524 |
| 525 void* diffuseContextStorage = (char*)heapAllocated + povDepthShader->context
Size(rec); |
| 526 |
| 527 SkShader::Context* diffuseContext = diffuseShader->createContext(rec, diffus
eContextStorage); |
| 528 if (!diffuseContext) { |
| 529 sk_free(heapAllocated); |
| 530 return nullptr; |
| 531 } |
| 532 |
| 533 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus
eContext, |
| 534 heapAllocated); |
| 535 } |
| 536 |
| 537 /////////////////////////////////////////////////////////////////////////////// |
| 538 |
| 539 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, |
| 540 sk_sp<SkShader> diffuseShader, |
| 541 sk_sp<SkLights> lights) { |
| 542 if (!povDepthShader || !diffuseShader) { |
| 543 // TODO: Use paint's color in absence of a diffuseShader |
| 544 // TODO: Use a default implementation of normalSource instead |
| 545 return nullptr; |
| 546 } |
| 547 |
| 548 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), |
| 549 std::move(diffuseShader), |
| 550 std::move(lights)); |
| 551 } |
| 552 |
| 553 /////////////////////////////////////////////////////////////////////////////// |
| 554 |
| 555 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| 556 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| 557 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 558 |
| 559 /////////////////////////////////////////////////////////////////////////////// |
OLD | NEW |