| Index: src/core/SkShadowShader.cpp
|
| diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..c5a99e9e91511f2e8afff585c40c0e3c606b272a
|
| --- /dev/null
|
| +++ b/src/core/SkShadowShader.cpp
|
| @@ -0,0 +1,719 @@
|
| +/*
|
| + * Copyright 2016 Google Inc.
|
| + *
|
| + * Use of this source code is governed by a BSD-style license that can be
|
| + * found in the LICENSE file.
|
| + */
|
| +
|
| +
|
| +#include "SkLights.h"
|
| +#include "SkReadBuffer.h"
|
| +#include "SkShadowShader.h"
|
| +#include "SkPoint3.h"
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +#ifdef SK_EXPERIMENTAL_SHADOWING
|
| +
|
| +#define SK_MAX_NON_AMBIENT_LIGHTS 4
|
| +
|
| +/** \class SkShadowShaderImpl
|
| + This subclass of shader applies shadowing
|
| +*/
|
| +class SkShadowShaderImpl : public SkShader {
|
| +public:
|
| + /** Create a new shadowing shader that shadows
|
| + @param to do to do
|
| + */
|
| + SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
|
| + sk_sp<SkShader> diffuseShader,
|
| + sk_sp<SkLights> lights,
|
| + int diffuseWidth, int diffuseHeight)
|
| + : fPovDepthShader(std::move(povDepthShader))
|
| + , fDiffuseShader(std::move(diffuseShader))
|
| + , fLights(std::move(lights))
|
| + , fDiffuseWidth(diffuseWidth)
|
| + , fDiffuseHeight(diffuseHeight) { }
|
| +
|
| + bool isOpaque() const override;
|
| +
|
| +#if SK_SUPPORT_GPU
|
| + sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
|
| +#endif
|
| +
|
| + class ShadowShaderContext : public SkShader::Context {
|
| + public:
|
| + // The context takes ownership of the states. It will call their destructors
|
| + // but will NOT free the memory.
|
| + ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&,
|
| + SkShader::Context* povDepthContext,
|
| + SkShader::Context* diffuseContext,
|
| + void* heapAllocated);
|
| +
|
| + ~ShadowShaderContext() override;
|
| +
|
| + void shadeSpan(int x, int y, SkPMColor[], int count) override;
|
| +
|
| + uint32_t getFlags() const override { return fFlags; }
|
| +
|
| + private:
|
| + SkShader::Context* fPovDepthContext;
|
| + SkShader::Context* fDiffuseContext;
|
| + uint32_t fFlags;
|
| +
|
| + void* fHeapAllocated;
|
| +
|
| + typedef SkShader::Context INHERITED;
|
| + };
|
| +
|
| + SK_TO_STRING_OVERRIDE()
|
| + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl)
|
| +
|
| +protected:
|
| + void flatten(SkWriteBuffer&) const override;
|
| + size_t onContextSize(const ContextRec&) const override;
|
| + Context* onCreateContext(const ContextRec&, void*) const override;
|
| +
|
| +private:
|
| + sk_sp<SkShader> fPovDepthShader;
|
| + sk_sp<SkShader> fDiffuseShader;
|
| + sk_sp<SkLights> fLights;
|
| +
|
| + int fDiffuseWidth;
|
| + int fDiffuseHeight;
|
| +
|
| + friend class SkShadowShader;
|
| +
|
| + typedef SkShader INHERITED;
|
| +};
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +#if SK_SUPPORT_GPU
|
| +
|
| +#include "GrCoordTransform.h"
|
| +#include "GrFragmentProcessor.h"
|
| +#include "GrInvariantOutput.h"
|
| +#include "glsl/GrGLSLFragmentProcessor.h"
|
| +#include "glsl/GrGLSLFragmentShaderBuilder.h"
|
| +#include "SkGr.h"
|
| +#include "SkGrPriv.h"
|
| +#include "SkSpecialImage.h"
|
| +#include "SkImage_Base.h"
|
| +#include "GrContext.h"
|
| +
|
| +class ShadowFP : public GrFragmentProcessor {
|
| +public:
|
| + ShadowFP(sk_sp<GrFragmentProcessor> povDepth,
|
| + sk_sp<GrFragmentProcessor> diffuse,
|
| + sk_sp<SkLights> lights,
|
| + int diffuseWidth, int diffuseHeight,
|
| + GrContext* context) {
|
| +
|
| + // fuse all ambient lights into a single one
|
| + fAmbientColor.set(0.0f, 0.0f, 0.0f);
|
| +
|
| + fNumDirLights = 0; // refers to directional lights.
|
| + for (int i = 0; i < lights->numLights(); ++i) {
|
| + if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
|
| + fAmbientColor += lights->light(i).color();
|
| + } else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){
|
| + fLightColor[fNumDirLights] = lights->light(i).color();
|
| + fLightDir[fNumDirLights] = lights->light(i).dir();
|
| + SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap().get());
|
| +
|
| + // this sk_sp gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
|
| + fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
|
| + GrTextureParams::ClampNoFilter(),
|
| + SkSourceGammaTreatment::kIgnore));
|
| + fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get());
|
| + this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
|
| +
|
| + fDepthMapHeight[fNumDirLights] = shadowMap->height();
|
| + fDepthMapWidth[fNumDirLights] = shadowMap->width();
|
| +
|
| + fNumDirLights++;
|
| + }
|
| + }
|
| +
|
| + fWidth = diffuseWidth;
|
| + fHeight = diffuseHeight;
|
| +
|
| + this->registerChildProcessor(std::move(povDepth));
|
| + this->registerChildProcessor(std::move(diffuse));
|
| + this->initClassID<ShadowFP>();
|
| + }
|
| +
|
| + class GLSLShadowFP : public GrGLSLFragmentProcessor {
|
| + public:
|
| + GLSLShadowFP() { }
|
| +
|
| + void emitCode(EmitArgs& args) override {
|
| +
|
| + GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
|
| + GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
|
| +
|
| + // add uniforms
|
| + int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
|
| + SkASSERT(numLights <= SK_MAX_NON_AMBIENT_LIGHTS);
|
| +
|
| + const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
|
| + const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
|
| +
|
| + const char* depthMapWidthUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
|
| + const char* depthMapHeightUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
|
| +
|
| + SkString lightDirUniNameBase("lightDir");
|
| + SkString lightColorUniNameBase("lightColor");
|
| +
|
| + SkString depthMapWidthUniNameBase("dmapWidth");
|
| + SkString depthMapHeightUniNameBase("dmapHeight");
|
| +
|
| + for (int i = 0; i < numLights; i++) {
|
| + SkString lightDirUniNameStr(lightDirUniNameBase);
|
| + lightDirUniNameStr.appendf("%d", i);
|
| + SkString lightColorUniNameStr(lightColorUniNameBase);
|
| + lightColorUniNameStr.appendf("%d", i);
|
| +
|
| + SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase);
|
| + depthMapWidthUniNameStr.appendf("%d", i);
|
| + SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase);
|
| + depthMapHeightUniNameStr.appendf("%d", i);
|
| +
|
| + fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
|
| + kVec3f_GrSLType,
|
| + kDefault_GrSLPrecision,
|
| + lightDirUniNameStr.c_str(),
|
| + &lightDirUniName[i]);
|
| + fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
|
| + kVec3f_GrSLType,
|
| + kDefault_GrSLPrecision,
|
| + lightColorUniNameStr.c_str(),
|
| + &lightColorUniName[i]);
|
| +
|
| + fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
|
| + kInt_GrSLType,
|
| + kDefault_GrSLPrecision,
|
| + depthMapWidthUniNameStr.c_str(),
|
| + &depthMapWidthUniName[i]);
|
| + fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
|
| + kInt_GrSLType,
|
| + kDefault_GrSLPrecision,
|
| + depthMapHeightUniNameStr.c_str(),
|
| + &depthMapHeightUniName[i]);
|
| + }
|
| +
|
| +
|
| + const char* widthUniName = nullptr;
|
| + const char* heightUniName = nullptr;
|
| +
|
| + fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
|
| + kInt_GrSLType,
|
| + kDefault_GrSLPrecision,
|
| + "width", &widthUniName);
|
| + fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
|
| + kInt_GrSLType,
|
| + kDefault_GrSLPrecision,
|
| + "height", &heightUniName);
|
| +
|
| +
|
| + SkString povDepth("povDepth");
|
| + this->emitChild(0, nullptr, &povDepth, args);
|
| +
|
| + SkString diffuseColor("inDiffuseColor");
|
| + this->emitChild(1, nullptr, &diffuseColor, args);
|
| +
|
| + SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS];
|
| +
|
| + for (int i = 0; i < numLights; i++) {
|
| + SkString povCoord("povCoord");
|
| + povCoord.appendf("%d", i);
|
| +
|
| + // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
|
| + // povDepth.b * 255 scales it to 0 - 255, bringing it to world space,
|
| + // and the / 400 brings it back to a sampler coordinate, 0 - 1
|
| + // The 400 comes from the shadowmaps GM.
|
| + // TODO use real shadowmaps size
|
| + SkString offset("offset");
|
| + offset.appendf("%d", i);
|
| +
|
| + SkString scaleVec("scaleVec");
|
| + scaleVec.appendf("%d", i);
|
| +
|
| + SkString scaleOffsetVec("scaleOffsetVec");
|
| + scaleOffsetVec.appendf("%d", i);
|
| +
|
| + fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n",
|
| + offset.c_str(), lightDirUniName[i]);
|
| +
|
| + fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));\n",
|
| + scaleVec.c_str(),
|
| + widthUniName, heightUniName,
|
| + depthMapWidthUniName[i], depthMapHeightUniName[i]);
|
| +
|
| + fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
|
| + scaleOffsetVec.c_str(), scaleVec.c_str());
|
| +
|
| +
|
| + fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
|
| + "vec2(%s.x, 0 - %s.y)) "
|
| + " * %s + vec2(0,1) * %s;\n",
|
| +
|
| + povCoord.c_str(), offset.c_str(), offset.c_str(),
|
| + scaleVec.c_str(), scaleOffsetVec.c_str());
|
| +
|
| + fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i],
|
| + povCoord.c_str(),
|
| + kVec2f_GrSLType);
|
| + }
|
| +
|
| + const char* ambientColorUniName = nullptr;
|
| + fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
|
| + kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| + "AmbientColor", &ambientColorUniName);
|
| +
|
| + fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str());
|
| +
|
| + // Essentially,
|
| + // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L)))
|
| + SkString totalLightColor("totalLightColor");
|
| + fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str());
|
| +
|
| + for (int i = 0; i < numLights; i++) {
|
| + fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
|
| + povDepth.c_str(), depthMaps[i].c_str());
|
| + // Note that dot(vec3(0,0,1), %s) == %s.z * %s
|
| + fragBuilder->codeAppendf("%s += %s.z * %s;",
|
| + totalLightColor.c_str(),
|
| + lightDirUniName[i],
|
| + lightColorUniName[i]);
|
| + fragBuilder->codeAppendf("}");
|
| + }
|
| +
|
| + fragBuilder->codeAppendf("%s += %s;",
|
| + totalLightColor.c_str(),
|
| + ambientColorUniName);
|
| +
|
| + fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);",
|
| + totalLightColor.c_str());
|
| +
|
| + fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputColor);
|
| + }
|
| +
|
| + static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
|
| + GrProcessorKeyBuilder* b) {
|
| + const ShadowFP& shadowFP = proc.cast<ShadowFP>();
|
| + b->add32(shadowFP.fNumDirLights);
|
| + }
|
| +
|
| + protected:
|
| + void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
|
| + const ShadowFP &shadowFP = proc.cast<ShadowFP>();
|
| +
|
| + fNumDirLights = shadowFP.numLights();
|
| +
|
| + for (int i = 0; i < fNumDirLights; i++) {
|
| + const SkVector3& lightDir = shadowFP.lightDir(i);
|
| + if (lightDir != fLightDir[i]) {
|
| + pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
|
| + fLightDir[i] = lightDir;
|
| + }
|
| + const SkColor3f& lightColor = shadowFP.lightColor(i);
|
| + if (lightColor != fLightColor[i]) {
|
| + pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
|
| + fLightColor[i] = lightColor;
|
| + }
|
| +
|
| + int depthMapWidth = shadowFP.depthMapWidth(i);
|
| + if (depthMapWidth != fDepthMapWidth[i]) {
|
| + pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
|
| + fDepthMapWidth[i] = depthMapWidth;
|
| + }
|
| + int depthMapHeight = shadowFP.depthMapHeight(i);
|
| + if (depthMapHeight != fDepthMapHeight[i]) {
|
| + pdman.set1i(fDepthMapHeightUni[i], depthMapHeight);
|
| + fDepthMapHeight[i] = depthMapHeight;
|
| + }
|
| + }
|
| +
|
| + int width = shadowFP.width();
|
| + if (width != fWidth) {
|
| + pdman.set1i(fWidthUni, width);
|
| + fWidth = width;
|
| + }
|
| + int height = shadowFP.height();
|
| + if (height != fHeight) {
|
| + pdman.set1i(fHeightUni, height);
|
| + fHeight = height;
|
| + }
|
| +
|
| + const SkColor3f& ambientColor = shadowFP.ambientColor();
|
| + if (ambientColor != fAmbientColor) {
|
| + pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
|
| + fAmbientColor = ambientColor;
|
| + }
|
| + }
|
| +
|
| + private:
|
| + SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS];
|
| + GrGLSLProgramDataManager::UniformHandle fLightDirUni[SK_MAX_NON_AMBIENT_LIGHTS];
|
| + SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS];
|
| + GrGLSLProgramDataManager::UniformHandle fLightColorUni[SK_MAX_NON_AMBIENT_LIGHTS];
|
| +
|
| + int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS];
|
| + GrGLSLProgramDataManager::UniformHandle fDepthMapWidthUni[SK_MAX_NON_AMBIENT_LIGHTS];
|
| + int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS];
|
| + GrGLSLProgramDataManager::UniformHandle fDepthMapHeightUni[SK_MAX_NON_AMBIENT_LIGHTS];
|
| +
|
| + int fWidth;
|
| + GrGLSLProgramDataManager::UniformHandle fWidthUni;
|
| + int fHeight;
|
| + GrGLSLProgramDataManager::UniformHandle fHeightUni;
|
| +
|
| + SkColor3f fAmbientColor;
|
| + GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
|
| +
|
| + int fNumDirLights;
|
| + };
|
| +
|
| + void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
|
| + GLSLShadowFP::GenKey(*this, caps, b);
|
| + }
|
| +
|
| + const char* name() const override { return "shadowFP"; }
|
| +
|
| + void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
|
| + inout->mulByUnknownFourComponents();
|
| + }
|
| + int32_t numLights() const { return fNumDirLights; }
|
| + const SkColor3f& ambientColor() const { return fAmbientColor; }
|
| + const SkVector3& lightDir(int i) const {
|
| + SkASSERT(i < fNumDirLights);
|
| + return fLightDir[i];
|
| + }
|
| + const SkVector3& lightColor(int i) const {
|
| + SkASSERT(i < fNumDirLights);
|
| + return fLightColor[i];
|
| + }
|
| +
|
| + int depthMapWidth(int i) const {
|
| + SkASSERT(i < fNumDirLights);
|
| + return fDepthMapWidth[i];
|
| + }
|
| + int depthMapHeight(int i) const {
|
| + SkASSERT(i < fNumDirLights);
|
| + return fDepthMapHeight[i];
|
| + }
|
| + int width() const {return fWidth; }
|
| + int height() const {return fHeight; }
|
| +
|
| +private:
|
| + GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; }
|
| +
|
| + bool onIsEqual(const GrFragmentProcessor& proc) const override {
|
| + const ShadowFP& shadowFP = proc.cast<ShadowFP>();
|
| + if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP.fNumDirLights) {
|
| + return false;
|
| + }
|
| +
|
| + if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
|
| + return false;
|
| + }
|
| +
|
| + for (int i = 0; i < fNumDirLights; i++) {
|
| + if (fLightDir[i] != shadowFP.fLightDir[i] ||
|
| + fLightColor[i] != shadowFP.fLightColor[i]) {
|
| + return false;
|
| + }
|
| +
|
| + if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] ||
|
| + fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
|
| + return false;
|
| + }
|
| + }
|
| +
|
| + return true;
|
| + }
|
| +
|
| + int fNumDirLights;
|
| +
|
| + SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS];
|
| + SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS];
|
| + GrTextureAccess fDepthMapAccess[SK_MAX_NON_AMBIENT_LIGHTS];
|
| + sk_sp<GrTexture> fTexture[SK_MAX_NON_AMBIENT_LIGHTS];
|
| +
|
| + int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS];
|
| + int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS];
|
| +
|
| + int fHeight;
|
| + int fWidth;
|
| +
|
| + SkColor3f fAmbientColor;
|
| +};
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArgs& fpargs) const {
|
| +
|
| + sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor(fpargs);
|
| +
|
| + sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(fpargs);
|
| +
|
| + sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDepthFP),
|
| + std::move(diffuseFP),
|
| + std::move(fLights),
|
| + fDiffuseWidth, fDiffuseHeight,
|
| + fpargs.fContext);
|
| + return shadowfp;
|
| +}
|
| +
|
| +
|
| +#endif
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +bool SkShadowShaderImpl::isOpaque() const {
|
| + return fDiffuseShader->isOpaque();
|
| +}
|
| +
|
| +SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext(
|
| + const SkShadowShaderImpl& shader, const ContextRec& rec,
|
| + SkShader::Context* povDepthContext,
|
| + SkShader::Context* diffuseContext,
|
| + void* heapAllocated)
|
| + : INHERITED(shader, rec)
|
| + , fPovDepthContext(povDepthContext)
|
| + , fDiffuseContext(diffuseContext)
|
| + , fHeapAllocated(heapAllocated) {
|
| + bool isOpaque = shader.isOpaque();
|
| +
|
| + // update fFlags
|
| + uint32_t flags = 0;
|
| + if (isOpaque && (255 == this->getPaintAlpha())) {
|
| + flags |= kOpaqueAlpha_Flag;
|
| + }
|
| +
|
| + fFlags = flags;
|
| +}
|
| +
|
| +SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() {
|
| + // The dependencies have been created outside of the context on memory that was allocated by
|
| + // the onCreateContext() method. Call the destructors and free the memory.
|
| + fPovDepthContext->~Context();
|
| + fDiffuseContext->~Context();
|
| +
|
| + sk_free(fHeapAllocated);
|
| +}
|
| +
|
| +static inline SkPMColor convert(SkColor3f color, U8CPU a) {
|
| + if (color.fX <= 0.0f) {
|
| + color.fX = 0.0f;
|
| + } else if (color.fX >= 255.0f) {
|
| + color.fX = 255.0f;
|
| + }
|
| +
|
| + if (color.fY <= 0.0f) {
|
| + color.fY = 0.0f;
|
| + } else if (color.fY >= 255.0f) {
|
| + color.fY = 255.0f;
|
| + }
|
| +
|
| + if (color.fZ <= 0.0f) {
|
| + color.fZ = 0.0f;
|
| + } else if (color.fZ >= 255.0f) {
|
| + color.fZ = 255.0f;
|
| + }
|
| +
|
| + return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ);
|
| +}
|
| +
|
| +// larger is better (fewer times we have to loop), but we shouldn't
|
| +// take up too much stack-space (each one here costs 16 bytes)
|
| +#define BUFFER_MAX 16
|
| +void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
|
| + SkPMColor result[], int count) {
|
| + const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader);
|
| +
|
| + SkPMColor diffuse[BUFFER_MAX];
|
| +
|
| + do {
|
| + int n = SkTMin(count, BUFFER_MAX);
|
| +
|
| + fPovDepthContext->shadeSpan(x, y, diffuse, n);
|
| + fDiffuseContext->shadeSpan(x, y, diffuse, n);
|
| +
|
| + for (int i = 0; i < n; ++i) {
|
| +
|
| + SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
|
| +
|
| + SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
|
| + // This is all done in linear unpremul color space (each component 0..255.0f though)
|
| + for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
|
| + const SkLights::Light& light = lightShader.fLights->light(l);
|
| +
|
| + if (SkLights::Light::kAmbient_LightType == light.type()) {
|
| + accum.fX += light.color().fX * SkColorGetR(diffColor);
|
| + accum.fY += light.color().fY * SkColorGetG(diffColor);
|
| + accum.fZ += light.color().fZ * SkColorGetB(diffColor);
|
| + } else {
|
| + // scaling by fZ accounts for lighting direction
|
| + accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColorGetR(diffColor);
|
| + accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColorGetG(diffColor);
|
| + accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColorGetB(diffColor);
|
| + }
|
| + }
|
| +
|
| + result[i] = convert(accum, SkColorGetA(diffColor));
|
| + }
|
| +
|
| + result += n;
|
| + x += n;
|
| + count -= n;
|
| + } while (count > 0);
|
| +}
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +#ifndef SK_IGNORE_TO_STRING
|
| +void SkShadowShaderImpl::toString(SkString* str) const {
|
| + str->appendf("ShadowShader: ()");
|
| +}
|
| +#endif
|
| +
|
| +sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) {
|
| +
|
| + // Discarding SkShader flattenable params
|
| + bool hasLocalMatrix = buf.readBool();
|
| + SkAssertResult(!hasLocalMatrix);
|
| +
|
| + int numLights = buf.readInt();
|
| +
|
| + SkLights::Builder builder;
|
| +
|
| + for (int l = 0; l < numLights; ++l) {
|
| + bool isAmbient = buf.readBool();
|
| +
|
| + SkColor3f color;
|
| + if (!buf.readScalarArray(&color.fX, 3)) {
|
| + return nullptr;
|
| + }
|
| +
|
| + if (isAmbient) {
|
| + builder.add(SkLights::Light(color));
|
| + } else {
|
| + SkVector3 dir;
|
| + if (!buf.readScalarArray(&dir.fX, 3)) {
|
| + return nullptr;
|
| + }
|
| +
|
| + sk_sp<SkImage> depthMap;
|
| + if (!(depthMap = sk_ref_sp<SkImage>(buf.readImage()))) {
|
| + return nullptr;
|
| + }
|
| +
|
| + SkLights::Light light = SkLights::Light(color, dir);
|
| + light.setShadowMap(depthMap);
|
| +
|
| + builder.add(light);
|
| + }
|
| + }
|
| +
|
| + sk_sp<SkLights> lights(builder.finish());
|
| +
|
| + int diffuseWidth = buf.readInt();
|
| + int diffuseHeight = buf.readInt();
|
| +
|
| + sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>());
|
| + sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
|
| +
|
| + return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
|
| + std::move(diffuseShader),
|
| + std::move(lights),
|
| + diffuseWidth, diffuseHeight);
|
| +}
|
| +
|
| +void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
|
| + this->INHERITED::flatten(buf);
|
| +
|
| + buf.writeInt(fLights->numLights());
|
| +
|
| + for (int l = 0; l < fLights->numLights(); ++l) {
|
| + const SkLights::Light& light = fLights->light(l);
|
| +
|
| + bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
|
| +
|
| + buf.writeBool(isAmbient);
|
| + buf.writeScalarArray(&light.color().fX, 3);
|
| + if (!isAmbient) {
|
| + buf.writeScalarArray(&light.dir().fX, 3);
|
| + }
|
| +
|
| + buf.writeImage(light.getShadowMap().get());
|
| + }
|
| +
|
| + buf.writeInt(fDiffuseWidth);
|
| + buf.writeInt(fDiffuseHeight);
|
| +
|
| + buf.writeFlattenable(fPovDepthShader.get());
|
| + buf.writeFlattenable(fDiffuseShader.get());
|
| +}
|
| +
|
| +size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
|
| + return sizeof(ShadowShaderContext);
|
| +}
|
| +
|
| +SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec,
|
| + void* storage) const {
|
| + size_t heapRequired = fPovDepthShader->contextSize(rec) +
|
| + fDiffuseShader->contextSize(rec);
|
| +
|
| + void* heapAllocated = sk_malloc_throw(heapRequired);
|
| +
|
| + void* povDepthContextStorage = heapAllocated;
|
| +
|
| + SkShader::Context* povDepthContext =
|
| + fPovDepthShader->createContext(rec, povDepthContextStorage);
|
| +
|
| + if (!povDepthContext) {
|
| + sk_free(heapAllocated);
|
| + return nullptr;
|
| + }
|
| +
|
| + void* diffuseContextStorage = (char*)heapAllocated + fPovDepthShader->contextSize(rec);
|
| +
|
| + SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffuseContextStorage);
|
| + if (!diffuseContext) {
|
| + sk_free(heapAllocated);
|
| + return nullptr;
|
| + }
|
| +
|
| + return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffuseContext,
|
| + heapAllocated);
|
| +}
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
| +
|
| +sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader,
|
| + sk_sp<SkShader> diffuseShader,
|
| + sk_sp<SkLights> lights,
|
| + int diffuseWidth, int diffuseHeight) {
|
| + if (!povDepthShader || !diffuseShader) {
|
| + // TODO: Use paint's color in absence of a diffuseShader
|
| + // TODO: Use a default implementation of normalSource instead
|
| + return nullptr;
|
| + }
|
| +
|
| + return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
|
| + std::move(diffuseShader),
|
| + std::move(lights),
|
| + diffuseWidth, diffuseHeight);
|
| +}
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
| +
|
| +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
|
| + SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
|
| +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
| +
|
| +#endif
|
|
|