| Index: samplecode/SampleShadowing.cpp
|
| diff --git a/samplecode/SampleShadowing.cpp b/samplecode/SampleShadowing.cpp
|
| index 3907db30cc1a5ea6ac26fd9af7769adb1de02bd4..7ce5d66b2791288b8b0d3e19204084f16fe5b699 100644
|
| --- a/samplecode/SampleShadowing.cpp
|
| +++ b/samplecode/SampleShadowing.cpp
|
| @@ -13,22 +13,6 @@
|
|
|
| #ifdef SK_EXPERIMENTAL_SHADOWING
|
|
|
| -static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth,
|
| - sk_sp<SkImage> diffuse,
|
| - sk_sp<SkLights> lights) {
|
| -
|
| - sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileMode,
|
| - SkShader::kClamp_TileMode);
|
| -
|
| - sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMode,
|
| - SkShader::kClamp_TileMode);
|
| -
|
| - return SkShadowShader::Make(std::move(povDepthShader),
|
| - std::move(diffuseShader),
|
| - std::move(lights),
|
| - diffuse->width(), diffuse->height());
|
| -}
|
| -
|
| class ShadowingView : public SampleView {
|
| public:
|
| ShadowingView() {
|
| @@ -111,103 +95,20 @@ protected:
|
| return recorder.finishRecordingAsPicture();
|
| }
|
|
|
| - void updateDepthMaps(SkCanvas *canvas) {
|
| - for (int i = 0; i < fLights->numLights(); ++i) {
|
| - // skip over ambient lights; they don't cast shadows
|
| - if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
|
| - continue;
|
| - }
|
| -
|
| - // TODO: maybe add a kDepth_8_SkColorType when vertices have depth
|
| - // assume max depth is 255.
|
| - // TODO: find actual max depth of picture
|
| - SkISize shMapSize = SkShadowPaintFilterCanvas::
|
| - ComputeDepthMapSize(fLights->light(i), 255, kWidth, kHeight);
|
| -
|
| - SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
|
| - kBGRA_8888_SkColorType,
|
| - kOpaque_SkAlphaType);
|
| -
|
| - // Create a new surface (that matches the backend of canvas)
|
| - // for each shadow map
|
| - sk_sp<SkSurface> surf(canvas->makeSurface(info));
|
| -
|
| - // Wrap another SPFCanvas around the surface
|
| - sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
|
| - sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
|
| -
|
| - // set the depth map canvas to have the light we're drawing.
|
| - SkLights::Builder builder;
|
| - builder.add(fLights->light(i));
|
| - sk_sp<SkLights> curLight = builder.finish();
|
| -
|
| - depthMapCanvas->setLights(std::move(curLight));
|
| - depthMapCanvas->drawPicture(fPicture);
|
| -
|
| - fLights->light(i).setShadowMap(surf->makeImageSnapshot());
|
| - }
|
| - }
|
| -
|
| - void updatePovDepthMap(SkCanvas* canvas) {
|
| - // TODO: pass the depth to the shader in vertices, or uniforms
|
| - // so we don't have to render depth and color separately
|
| -
|
| - SkLights::Builder builder;
|
| - builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
|
| - SkVector3::Make(0.0f, 0.0f, 1.0f)));
|
| - sk_sp<SkLights> povLight = builder.finish();
|
| -
|
| - SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
|
| - kBGRA_8888_SkColorType,
|
| - kOpaque_SkAlphaType);
|
| -
|
| - // Create a new surface (that matches the backend of canvas)
|
| - // to create the povDepthMap
|
| - sk_sp<SkSurface> surf(canvas->makeSurface(info));
|
| -
|
| - // Wrap another SPFCanvas around the surface
|
| - sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
|
| - sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
|
| -
|
| - // set the depth map canvas to have the light as the user's POV
|
| - depthMapCanvas->setLights(std::move(povLight));
|
| -
|
| - depthMapCanvas->drawPicture(fPicture);
|
| -
|
| - fPovDepthMap = surf->makeImageSnapshot();
|
| - }
|
| -
|
| - void updateDiffuseMap(SkCanvas* canvas) {
|
| - SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
|
| - kBGRA_8888_SkColorType,
|
| - kOpaque_SkAlphaType);
|
| -
|
| - sk_sp<SkSurface> surf(canvas->makeSurface(info));
|
| - surf->getCanvas()->drawPicture(fPicture);
|
| -
|
| - fDiffuseMap = surf->makeImageSnapshot();
|
| - }
|
| -
|
| void onDrawContent(SkCanvas *canvas) override {
|
| if (fSceneChanged || !fPovDepthMap) {
|
| fPicture = this->makeTestPicture(kWidth, kHeight);
|
| - this->updateDepthMaps(canvas);
|
| - this->updatePovDepthMap(canvas);
|
| - this->updateDiffuseMap(canvas);
|
| - }
|
| -
|
| - if (fLightsChanged) {
|
| - this->updateDepthMaps(canvas);
|
| + for (int i = 0; i < fLights->numLights(); i++) {
|
| + fLights->light(0).setShadowMap(nullptr);
|
| + }
|
| }
|
|
|
| if (fSceneChanged || fLightsChanged || !fShadowShader) {
|
| - fShadowShader = make_shadow_shader(fPovDepthMap, fDiffuseMap, fLights);
|
| + canvas->setLights(fLights);
|
| + SkPaint paint;
|
| + canvas->drawShadowedPicture(fPicture, nullptr, &paint);
|
| }
|
|
|
| - SkPaint paint;
|
| - paint.setShader(fShadowShader);
|
| -
|
| - canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
|
| }
|
|
|
| SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
|
|
|