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Unified Diff: src/core/SkCanvas.cpp

Issue 2220633002: moved code into onDrawShadowedPic, only renders into shadow maps if needed (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Created 4 years, 4 months ago
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Index: src/core/SkCanvas.cpp
diff --git a/src/core/SkCanvas.cpp b/src/core/SkCanvas.cpp
index d42c726c6c6a24c6ca7689bc68937ba616d1c710..881d3dcb099b3f8bc5baf12cde96993eef1c0a76 100644
--- a/src/core/SkCanvas.cpp
+++ b/src/core/SkCanvas.cpp
@@ -37,11 +37,14 @@
#include "SkTraceEvent.h"
#include <new>
robertphillips 2016/08/08 14:18:31 "" style - not <> style
+#include <SkShadowPaintFilterCanvas.h>
#if SK_SUPPORT_GPU
#include "GrContext.h"
#include "GrRenderTarget.h"
#include "SkGrPriv.h"
+#include "SkShadowShader.h"
+
#endif
#define RETURN_ON_NULL(ptr) do { if (nullptr == (ptr)) return; } while (0)
@@ -3069,7 +3072,112 @@ void SkCanvas::drawShadowedPicture(const SkPicture* picture,
void SkCanvas::onDrawShadowedPicture(const SkPicture* picture,
const SkMatrix* matrix,
const SkPaint* paint) {
- this->onDrawPicture(picture, matrix, paint);
+ for (int i = 0; i < fLights->numLights(); ++i) {
+ // skip over ambient lights; they don't cast shadows
+ // lights that have shadow maps do not need updating (because lights are immutable)
+ if (SkLights::Light::kAmbient_LightType == fLights->light(i).type() ||
+ fLights->light(i).getShadowMap() != nullptr) {
+ continue;
+ }
+
+ // TODO: compute the correct size of the depth map from the light properties
+ // TODO: maybe add a kDepth_8_SkColorType
+ // TODO: find actual max depth of picture
+ SkISize shMapSize = SkShadowPaintFilterCanvas::
+ ComputeDepthMapSize(fLights->light(i), 255,
+ picture->cullRect().width(),
+ picture->cullRect().height());
+
+ 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(this->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(picture);
+
+ fLights->light(i).setShadowMap(surf->makeImageSnapshot());
+ }
+
+ sk_sp<SkImage> povDepthMap;
+ sk_sp<SkImage> diffuseMap;
+
+ // TODO: pass the depth to the shader in vertices, or uniforms
+ // so we don't have to render depth and color separately
+
+ // povDepthMap
+ {
+ 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(picture->cullRect().width(),
+ picture->cullRect().height(),
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ // Create a new surface (that matches the backend of canvas)
+ // to create the povDepthMap
+ sk_sp<SkSurface> surf(this->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(picture);
+
+ povDepthMap = surf->makeImageSnapshot();
+ }
+
+ // diffuseMap
+ {
+ SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(),
+ picture->cullRect().height(),
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ sk_sp<SkSurface> surf(this->makeSurface(info));
+ surf->getCanvas()->drawPicture(picture);
+
+ diffuseMap = surf->makeImageSnapshot();
+ }
+
+ SkPaint paint2 = *paint;
+
+ sk_sp<SkShader> povDepthShader = povDepthMap->makeShader(SkShader::kClamp_TileMode,
+ SkShader::kClamp_TileMode);
+
+ sk_sp<SkShader> diffuseShader = diffuseMap->makeShader(SkShader::kClamp_TileMode,
+ SkShader::kClamp_TileMode);
+
+ sk_sp<SkShader> shadowShader = SkShadowShader::Make(std::move(povDepthShader),
+ std::move(diffuseShader),
+ std::move(fLights),
+ diffuseMap->width(),
+ diffuseMap->height());
+
+ paint2.setShader(shadowShader);
+
+ this->drawRect(SkRect::MakeIWH(diffuseMap->width(), diffuseMap->height()), paint2);
+
+
+
}
#endif
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