Index: samplecode/SampleShadowing.cpp |
diff --git a/samplecode/SampleShadowing.cpp b/samplecode/SampleShadowing.cpp |
index 3907db30cc1a5ea6ac26fd9af7769adb1de02bd4..7b434bca80a5fc5a5be323c4b54f84594e7bc2e4 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() { |
@@ -36,9 +20,9 @@ public: |
this->setBGColor(0xFFCCCCCC); |
SkLights::Builder builder; |
builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f), |
- SkVector3::Make(0.27f, 0.07f, 1.0f))); |
+ SkVector3::Make(0.2f, 0.05f, 1.0f))); |
builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f), |
- SkVector3::Make(0.03f, 0.27f, 1.0f))); |
+ SkVector3::Make(0.05f, 0.2f, 1.0f))); |
builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f))); |
fLights = builder.finish(); |
@@ -59,6 +43,8 @@ public: |
fSelectedRect = -1; |
fMoveLight = false; |
+ |
+ fClearShadowMaps = false; |
} |
protected: |
@@ -74,6 +60,13 @@ protected: |
case 'L': |
fMoveLight = !fMoveLight; |
break; |
+ case 'd': |
+ // Raster generated shadow maps have their origin in the UL corner |
+ // GPU shadow maps can have an arbitrary origin. |
+ // We override the 'd' keypress so that when the device is cycled, |
+ // the shadow maps will be re-generated according to the new backend. |
+ fClearShadowMaps = true; |
+ break; |
default: |
break; |
} |
@@ -111,103 +104,22 @@ 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) { |
+ if (fSceneChanged) { |
fPicture = this->makeTestPicture(kWidth, kHeight); |
- this->updateDepthMaps(canvas); |
- this->updatePovDepthMap(canvas); |
- this->updateDiffuseMap(canvas); |
} |
- if (fLightsChanged) { |
- this->updateDepthMaps(canvas); |
- } |
+ if (fSceneChanged || fLightsChanged || fClearShadowMaps) { |
+ for (int i = 0; i < fLights->numLights(); i++) { |
+ fLights->light(i).setShadowMap(nullptr); |
+ } |
+ fSceneChanged = false; |
+ fLightsChanged = false; |
+ fClearShadowMaps = false; |
- if (fSceneChanged || fLightsChanged || !fShadowShader) { |
- fShadowShader = make_shadow_shader(fPovDepthMap, fDiffuseMap, fLights); |
+ canvas->setLights(fLights); |
+ canvas->drawShadowedPicture(fPicture, nullptr, nullptr); |
} |
- |
- SkPaint paint; |
- paint.setShader(fShadowShader); |
- |
- canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint); |
} |
SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override { |
@@ -228,12 +140,12 @@ protected: |
SkLights::Builder builder; |
builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f), |
- SkVector3::Make(0.12f + (200.0f - x) * recipX, |
- -0.08f + (200.0f - y) * recipY, |
+ SkVector3::Make(0.2f + (200.0f - x) * recipX, |
+ 0.05f + (200.0f - y) * recipY, |
1.0f))); |
builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f), |
- SkVector3::Make(-0.12f + (200.0f - x) * recipX, |
- 0.12f + (200.0f - y) * recipY, |
+ SkVector3::Make(0.05f + (200.0f - x) * recipX, |
+ 0.2f + (200.0f - y) * recipY, |
1.0f))); |
builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f))); |
fLights = builder.finish(); |
@@ -277,6 +189,7 @@ private: |
static const int kWidth = 400; |
static const int kHeight = 400; |
+ bool fClearShadowMaps; |
struct { |
SkRect fGeometry; |
@@ -287,10 +200,7 @@ private: |
int fSelectedRect; |
bool fMoveLight; |
- sk_sp<SkImage> fPovDepthMap; |
- sk_sp<SkImage> fDiffuseMap; |
sk_sp<SkPicture> fPicture; |
- sk_sp<SkShader> fShadowShader; |
bool fSceneChanged; |
bool fLightsChanged; |