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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 | |
9 #include "SkLights.h" | |
10 #include "SkReadBuffer.h" | |
11 #include "SkShadowShader.h" | |
12 #include "SkPoint3.h" | |
13 | |
14 //////////////////////////////////////////////////////////////////////////// | |
15 #ifdef SK_EXPERIMENTAL_SHADOWING | |
16 | |
17 #define SK_MAX_NON_AMBIENT_LIGHTS 4 | |
18 | |
19 /** \class SkShadowShaderImpl | |
20 This subclass of shader applies shadowing | |
21 */ | |
22 class SkShadowShaderImpl : public SkShader { | |
23 public: | |
24 /** Create a new shadowing shader that shadows | |
25 @param to do to do | |
26 */ | |
27 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader, | |
28 sk_sp<SkShader> diffuseShader, | |
29 sk_sp<SkLights> lights) | |
30 : povDepthShader(std::move(povDepthShader)) | |
vjiaoblack
2016/08/01 16:33:27
fPovDepthShader
| |
31 , diffuseShader(std::move(diffuseShader)) | |
32 , fLights(std::move(lights)) { } | |
33 | |
34 bool isOpaque() const override; | |
35 | |
36 #if SK_SUPPORT_GPU | |
37 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de; | |
38 #endif | |
39 | |
40 class ShadowShaderContext : public SkShader::Context { | |
41 public: | |
42 // The context takes ownership of the states. It will call their destruc tors | |
43 // but will NOT free the memory. | |
44 ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&, | |
45 SkShader::Context* povDepthContext, | |
46 SkShader::Context* diffuseContext, | |
47 void* heapAllocated); | |
48 | |
49 ~ShadowShaderContext() override; | |
50 | |
51 void shadeSpan(int x, int y, SkPMColor[], int count) override; | |
52 | |
53 uint32_t getFlags() const override { return fFlags; } | |
54 | |
55 private: | |
56 SkShader::Context* fPovDepthContext; | |
57 SkShader::Context* fDiffuseContext; | |
58 uint32_t fFlags; | |
59 | |
60 void* fHeapAllocated; | |
61 | |
62 typedef SkShader::Context INHERITED; | |
63 }; | |
64 | |
65 SK_TO_STRING_OVERRIDE() | |
66 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl) | |
67 | |
68 protected: | |
69 void flatten(SkWriteBuffer&) const override; | |
70 size_t onContextSize(const ContextRec&) const override; | |
71 Context* onCreateContext(const ContextRec&, void*) const override; | |
72 | |
73 private: | |
74 sk_sp<SkShader> povDepthShader; | |
75 sk_sp<SkShader> diffuseShader; | |
76 sk_sp<SkLights> fLights; | |
77 | |
78 friend class SkShadowShader; | |
79 | |
80 typedef SkShader INHERITED; | |
81 }; | |
82 | |
83 //////////////////////////////////////////////////////////////////////////// | |
84 | |
85 #if SK_SUPPORT_GPU | |
86 | |
87 #include "GrCoordTransform.h" | |
88 #include "GrFragmentProcessor.h" | |
89 #include "GrInvariantOutput.h" | |
90 #include "glsl/GrGLSLFragmentProcessor.h" | |
91 #include "glsl/GrGLSLFragmentShaderBuilder.h" | |
92 #include "SkGr.h" | |
93 #include "SkGrPriv.h" | |
94 #include "SkSpecialImage.h" | |
95 #include "SkImage_Base.h" | |
96 #include "GrContext.h" | |
97 | |
98 class ShadowFP : public GrFragmentProcessor { | |
99 public: | |
100 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, | |
101 sk_sp<GrFragmentProcessor> diffuse, | |
102 sk_sp<SkLights> lights, | |
103 GrContext* context) { | |
104 | |
105 // fuse all ambient lights into a single one | |
106 fAmbientColor.set(0.0f, 0.0f, 0.0f); | |
107 | |
108 fNumDirLights = 0; // refers to directional lights. | |
109 for (int i = 0; i < lights->numLights(); ++i) { | |
110 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { | |
111 fAmbientColor += lights->light(i).color(); | |
112 } else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){ | |
113 fLightColor[fNumDirLights] = lights->light(i).color(); | |
114 fLightDir[fNumDirLights] = lights->light(i).dir(); | |
115 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap().get()); | |
116 | |
117 // this sk_sp gets deleted when the ShadowFP is destroyed, and f rees the GrTexture* | |
118 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context, | |
119 GrTextureParams::Clam pNoFilter(), | |
120 SkSourceGammaTreatmen t::kIgnore)); | |
121 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ()); | |
122 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); | |
123 | |
124 fNumDirLights++; | |
125 } | |
126 } | |
127 | |
128 this->registerChildProcessor(std::move(povDepth)); | |
129 this->registerChildProcessor(std::move(diffuse)); | |
130 this->initClassID<ShadowFP>(); | |
131 } | |
132 | |
133 class GLSLShadowFP : public GrGLSLFragmentProcessor { | |
134 public: | |
135 GLSLShadowFP() { } | |
136 | |
137 void emitCode(EmitArgs& args) override { | |
138 | |
139 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | |
140 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | |
141 | |
142 // add uniforms | |
143 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; | |
144 SkASSERT(numLights <= SK_MAX_NON_AMBIENT_LIGHTS); | |
145 | |
146 const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr}; | |
147 const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr} ; | |
148 | |
149 for (int i = 0; i < numLights; i++) { | |
150 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, | |
151 kVec3f_GrSLType, | |
152 kDefault_GrSLPrecis ion, | |
153 "LightDir" + (i+1), | |
154 &lightDirUniName[i] ); | |
155 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, | |
156 kVec3f_GrSLType, | |
157 kDefault_GrSLPrec ision, | |
158 "LightColor" + (i +1), | |
159 &lightColorUniNam e[i]); | |
160 } | |
161 | |
162 SkString povDepth("povDepth"); | |
163 this->emitChild(0, nullptr, &povDepth, args); | |
164 | |
165 SkString diffuseColor("inDiffuseColor"); | |
166 this->emitChild(1, nullptr, &diffuseColor, args); | |
167 | |
168 SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS]; | |
169 | |
170 for (int i = 0; i < numLights; i++) { | |
171 SkString povCoord("povCoord"); | |
172 povCoord.appendf("%d", i); | |
173 | |
174 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | |
175 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, | |
176 // and the / 400 brings it back to a sampler coordinate, 0 - 1 | |
177 // The 400 comes from the shadowmaps GM. | |
178 // TODO use real shadowmaps size | |
179 SkString offset("lol"); | |
180 offset.appendf("%d", i); | |
181 | |
182 fragBuilder->codeAppendf("vec2 %s = (vec2(%s) * povDepth.b * 255 / 400);", | |
183 offset.c_str(), lightDirUniName[i]); | |
184 | |
185 | |
186 fragBuilder->codeAppendf("vec2 %s = vec2(vMatrixCoord_0_1_Stage0 .x, " | |
187 "vMatrixCoord_0_1_Stage0 .y) + " | |
188 "vec2(%s.x, 0 - %s.y);", | |
189 povCoord.c_str(), offset.c_str(), offse t.c_str()); | |
190 | |
191 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], | |
192 povCoord.c_str(), | |
193 kVec2f_GrSLType); | |
194 } | |
195 | |
196 const char* ambientColorUniName = nullptr; | |
197 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | |
198 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | |
199 "AmbientColor", &ambie ntColorUniName); | |
200 | |
201 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | |
202 | |
203 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L))) | |
204 SkString totalLightColor("totalLightColor"); | |
205 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); | |
206 | |
207 for (int i = 0; i < numLights ; i++) { | |
208 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | |
209 povDepth.c_str(), depthMaps[i].c_str()) ; | |
210 // dot(vec3(0,0,1), %s) == %s.z * %s | |
211 fragBuilder->codeAppendf("%s += %s.z * %s;", | |
212 totalLightColor.c_str(), | |
213 lightDirUniName[i], | |
214 lightColorUniName[i]); | |
215 fragBuilder->codeAppendf("}"); | |
216 } | |
217 | |
218 fragBuilder->codeAppendf("%s += %s;", | |
219 totalLightColor.c_str(), | |
220 ambientColorUniName); | |
221 | |
222 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | |
223 totalLightColor.c_str()); | |
224 | |
225 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | |
226 } | |
227 | |
228 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | |
229 GrProcessorKeyBuilder* b) { | |
230 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | |
231 b->add32(shadowFP.fNumDirLights); | |
232 } | |
233 | |
234 protected: | |
235 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | |
236 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | |
237 | |
238 fNumDirLights = shadowFP.numLights(); | |
239 | |
240 for (int i = 0; i < fNumDirLights; i++) { | |
241 const SkVector3 &lightDir = shadowFP.lightDir(i); | |
242 if (lightDir != fLightDir[i]) { | |
243 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); | |
244 fLightDir[i] = lightDir; | |
245 } | |
246 const SkColor3f &lightColor = shadowFP.lightColor(i); | |
247 if (lightColor != fLightColor[i]) { | |
248 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); | |
249 fLightColor[i] = lightColor; | |
250 } | |
251 } | |
252 | |
253 const SkColor3f& ambientColor = shadowFP.ambientColor(); | |
254 if (ambientColor != fAmbientColor) { | |
255 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | |
256 fAmbientColor = ambientColor; | |
257 } | |
258 } | |
259 | |
260 private: | |
261 SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS]; | |
262 GrGLSLProgramDataManager::UniformHandle fLightDirUni[SK_MAX_NON_AMBIENT_ LIGHTS]; | |
263 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS]; | |
264 GrGLSLProgramDataManager::UniformHandle fLightColorUni[SK_MAX_NON_AMBIEN T_LIGHTS]; | |
265 | |
266 SkColor3f fAmbientColor; | |
267 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; | |
268 | |
269 int fNumDirLights; | |
270 }; | |
271 | |
272 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | |
273 GLSLShadowFP::GenKey(*this, caps, b); | |
274 } | |
275 | |
276 const char* name() const override { return "shadowFP"; } | |
277 | |
278 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | |
279 inout->mulByUnknownFourComponents(); | |
280 } | |
281 int32_t numLights() const { return fNumDirLights; } | |
282 const SkColor3f& ambientColor() const { return fAmbientColor; } | |
283 const SkVector3& lightDir(int i) const { | |
284 SkASSERT(i < fNumDirLights); | |
285 return fLightDir[i]; | |
286 } | |
287 const SkVector3& lightColor(int i) const { | |
288 SkASSERT(i < fNumDirLights); | |
289 return fLightColor[i]; | |
290 } | |
291 | |
292 private: | |
293 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } | |
294 | |
295 bool onIsEqual(const GrFragmentProcessor& proc) const override { | |
296 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | |
297 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { | |
298 return false; | |
299 } | |
300 | |
301 for (int i = 0; i < fNumDirLights; i++) { | |
302 if (fLightDir[i] != shadowFP.fLightDir[i] || | |
303 fLightColor[i] == shadowFP.fLightColor[i]) { | |
vjiaoblack
2016/08/01 16:33:27
This should be a != ... fixing.
| |
304 return false; | |
305 } | |
306 } | |
307 | |
308 return true; | |
309 } | |
310 | |
311 int fNumDirLights; | |
312 | |
313 SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS]; | |
314 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS]; | |
315 GrTextureAccess fDepthMapAccess[SK_MAX_NON_AMBIENT_LIGHTS]; | |
316 sk_sp<GrTexture> fTexture[SK_MAX_NON_AMBIENT_LIGHTS]; | |
317 | |
318 SkColor3f fAmbientColor; | |
319 }; | |
320 | |
321 //////////////////////////////////////////////////////////////////////////// | |
322 | |
323 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const { | |
324 | |
325 sk_sp<GrFragmentProcessor> povDepthFP = povDepthShader->asFragmentProcessor( fpargs); | |
326 | |
327 sk_sp<GrFragmentProcessor> diffuseFP = diffuseShader->asFragmentProcessor(fp args); | |
328 | |
329 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept hFP), | |
330 std::move(diffuse FP), | |
331 std::move(fLights ), | |
332 fpargs.fContext); | |
333 return shadowfp; | |
334 } | |
335 | |
336 | |
337 #endif | |
338 | |
339 //////////////////////////////////////////////////////////////////////////// | |
340 | |
341 bool SkShadowShaderImpl::isOpaque() const { | |
342 return diffuseShader->isOpaque(); | |
343 } | |
344 | |
345 SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext( | |
346 const SkShadowShaderImpl& shader, const ContextRec& rec, | |
347 SkShader::Context* povDepthContext, | |
348 SkShader::Context* diffuseContext, | |
349 void* heapAllocated) | |
350 : INHERITED(shader, rec) | |
351 , fPovDepthContext(povDepthContext) | |
352 , fDiffuseContext(diffuseContext) | |
353 , fHeapAllocated(heapAllocated) { | |
354 bool isOpaque = shader.isOpaque(); | |
355 | |
356 // update fFlags | |
357 uint32_t flags = 0; | |
358 if (isOpaque && (255 == this->getPaintAlpha())) { | |
359 flags |= kOpaqueAlpha_Flag; | |
360 } | |
361 | |
362 fFlags = flags; | |
363 } | |
364 | |
365 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() { | |
366 // The dependencies have been created outside of the context on memory that was allocated by | |
367 // the onCreateContext() method. Call the destructors and free the memory. | |
368 fPovDepthContext->~Context(); | |
369 fDiffuseContext->~Context(); | |
370 | |
371 sk_free(fHeapAllocated); | |
372 } | |
373 | |
374 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | |
375 if (color.fX <= 0.0f) { | |
376 color.fX = 0.0f; | |
377 } else if (color.fX >= 255.0f) { | |
378 color.fX = 255.0f; | |
379 } | |
380 | |
381 if (color.fY <= 0.0f) { | |
382 color.fY = 0.0f; | |
383 } else if (color.fY >= 255.0f) { | |
384 color.fY = 255.0f; | |
385 } | |
386 | |
387 if (color.fZ <= 0.0f) { | |
388 color.fZ = 0.0f; | |
389 } else if (color.fZ >= 255.0f) { | |
390 color.fZ = 255.0f; | |
391 } | |
392 | |
393 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ; | |
394 } | |
395 | |
396 // larger is better (fewer times we have to loop), but we shouldn't | |
397 // take up too much stack-space (each one here costs 16 bytes) | |
398 #define BUFFER_MAX 16 | |
399 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, | |
400 SkPMColor result[], int count) { | |
401 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader); | |
402 | |
403 SkPMColor diffuse[BUFFER_MAX]; | |
404 | |
405 do { | |
406 int n = SkTMin(count, BUFFER_MAX); | |
407 | |
408 fPovDepthContext->shadeSpan(x, y, diffuse, n); | |
409 fDiffuseContext->shadeSpan(x, y, diffuse, n); | |
410 | |
411 for (int i = 0; i < n; ++i) { | |
412 | |
413 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | |
414 | |
415 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | |
416 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | |
417 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | |
418 const SkLights::Light& light = lightShader.fLights->light(l); | |
419 | |
420 if (SkLights::Light::kAmbient_LightType == light.type()) { | |
421 accum.fX += light.color().fX * SkColorGetR(diffColor); | |
422 accum.fY += light.color().fY * SkColorGetG(diffColor); | |
423 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | |
424 } else { | |
425 // scaling by fZ accounts for lighting direction | |
426 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor); | |
427 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor); | |
428 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor); | |
429 } | |
430 } | |
431 | |
432 result[i] = convert(accum, SkColorGetA(diffColor)); | |
433 } | |
434 | |
435 result += n; | |
436 x += n; | |
437 count -= n; | |
438 } while (count > 0); | |
439 } | |
440 | |
441 //////////////////////////////////////////////////////////////////////////// | |
442 | |
443 #ifndef SK_IGNORE_TO_STRING | |
444 void SkShadowShaderImpl::toString(SkString* str) const { | |
445 str->appendf("ShadowShader: ()"); | |
446 } | |
447 #endif | |
448 | |
449 sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) { | |
vjiaoblack
2016/08/01 16:33:27
Add shadow maps into buf
| |
450 | |
451 // Discarding SkShader flattenable params | |
452 bool hasLocalMatrix = buf.readBool(); | |
453 SkAssertResult(!hasLocalMatrix); | |
454 | |
455 int numLights = buf.readInt(); | |
456 | |
457 SkLights::Builder builder; | |
458 | |
459 for (int l = 0; l < numLights; ++l) { | |
460 bool isAmbient = buf.readBool(); | |
461 | |
462 SkColor3f color; | |
463 if (!buf.readScalarArray(&color.fX, 3)) { | |
464 return nullptr; | |
465 } | |
466 | |
467 if (isAmbient) { | |
468 builder.add(SkLights::Light(color)); | |
469 } else { | |
470 SkVector3 dir; | |
471 if (!buf.readScalarArray(&dir.fX, 3)) { | |
472 return nullptr; | |
473 } | |
474 builder.add(SkLights::Light(color, dir)); | |
475 } | |
476 } | |
477 | |
478 sk_sp<SkLights> lights(builder.finish()); | |
479 | |
480 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); | |
481 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); | |
482 | |
483 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), | |
484 std::move(diffuseShader), | |
485 std::move(lights)); | |
486 } | |
487 | |
488 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { | |
489 this->INHERITED::flatten(buf); | |
490 | |
491 buf.writeInt(fLights->numLights()); | |
492 for (int l = 0; l < fLights->numLights(); ++l) { | |
493 const SkLights::Light& light = fLights->light(l); | |
494 | |
495 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); | |
496 | |
497 buf.writeBool(isAmbient); | |
498 buf.writeScalarArray(&light.color().fX, 3); | |
499 if (!isAmbient) { | |
500 buf.writeScalarArray(&light.dir().fX, 3); | |
501 } | |
502 } | |
503 | |
504 buf.writeFlattenable(povDepthShader.get()); | |
505 buf.writeFlattenable(diffuseShader.get()); | |
506 } | |
507 | |
508 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { | |
509 return sizeof(ShadowShaderContext); | |
510 } | |
511 | |
512 SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec, | |
513 void* storage) const { | |
514 size_t heapRequired = povDepthShader->contextSize(rec) + | |
515 diffuseShader->contextSize(rec); | |
516 | |
517 void* heapAllocated = sk_malloc_throw(heapRequired); | |
518 | |
519 void* povDepthContextStorage = heapAllocated; | |
520 | |
521 SkShader::Context* povDepthContext = | |
522 povDepthShader->createContext(rec, povDepthContextStorage); | |
523 | |
524 if (!povDepthContext) { | |
525 sk_free(heapAllocated); | |
526 return nullptr; | |
527 } | |
528 | |
529 void* diffuseContextStorage = (char*)heapAllocated + povDepthShader->context Size(rec); | |
530 | |
531 SkShader::Context* diffuseContext = diffuseShader->createContext(rec, diffus eContextStorage); | |
532 if (!diffuseContext) { | |
533 sk_free(heapAllocated); | |
534 return nullptr; | |
535 } | |
536 | |
537 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext, | |
538 heapAllocated); | |
539 } | |
540 | |
541 /////////////////////////////////////////////////////////////////////////////// | |
542 | |
543 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, | |
544 sk_sp<SkShader> diffuseShader, | |
545 sk_sp<SkLights> lights) { | |
546 if (!povDepthShader || !diffuseShader) { | |
547 // TODO: Use paint's color in absence of a diffuseShader | |
548 // TODO: Use a default implementation of normalSource instead | |
549 return nullptr; | |
550 } | |
551 | |
552 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), | |
553 std::move(diffuseShader), | |
554 std::move(lights)); | |
555 } | |
556 | |
557 /////////////////////////////////////////////////////////////////////////////// | |
558 | |
559 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | |
560 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | |
561 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | |
562 | |
563 /////////////////////////////////////////////////////////////////////////////// | |
564 | |
565 #endif | |
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