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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 #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; | |
robertphillips
2016/07/29 17:58:12
Maybe assert here that numLights <= SK_MAX_NON_AMB
vjiaoblack
2016/07/29 18:09:13
Done.
| |
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 /////////////////////////////////////////////////////////////////////////////// | |
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