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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 "SkShadowMapShader.h" |
| 12 #include "SkPoint3.h" |
| 13 |
| 14 //////////////////////////////////////////////////////////////////////////// |
| 15 #ifdef SK_EXPERIMENTAL_SHADOWING |
| 16 |
| 17 |
| 18 /** \class SkShadowMapShaderImpl |
| 19 This subclass of shader applies shadowing |
| 20 */ |
| 21 class SkShadowMapShaderImpl : public SkShader { |
| 22 public: |
| 23 /** Create a new shadowing shader that shadows |
| 24 @param to do to do |
| 25 */ |
| 26 SkShadowMapShaderImpl(sk_sp<SkShader> povDepthShader, |
| 27 sk_sp<SkLights> lights, |
| 28 int diffuseWidth, int diffuseHeight) |
| 29 : fPovDepthShader(std::move(povDepthShader)) |
| 30 , fLights(std::move(lights)) |
| 31 , fDiffuseWidth(diffuseWidth) |
| 32 , fDiffuseHeight(diffuseHeight) { } |
| 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 ShadowMapShaderContext : 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 ShadowMapShaderContext(const SkShadowMapShaderImpl&, const ContextRec&, |
| 45 SkShader::Context* povDepthContext, |
| 46 void* heapAllocated); |
| 47 |
| 48 ~ShadowMapShaderContext() override; |
| 49 |
| 50 void shadeSpan(int x, int y, SkPMColor[], int count) override; |
| 51 |
| 52 uint32_t getFlags() const override { return fFlags; } |
| 53 |
| 54 private: |
| 55 SkShader::Context* fPovDepthContext; |
| 56 uint32_t fFlags; |
| 57 |
| 58 void* fHeapAllocated; |
| 59 |
| 60 typedef SkShader::Context INHERITED; |
| 61 }; |
| 62 |
| 63 SK_TO_STRING_OVERRIDE() |
| 64 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowMapShaderImpl) |
| 65 |
| 66 protected: |
| 67 void flatten(SkWriteBuffer&) const override; |
| 68 size_t onContextSize(const ContextRec&) const override; |
| 69 Context* onCreateContext(const ContextRec&, void*) const override; |
| 70 |
| 71 private: |
| 72 sk_sp<SkShader> fPovDepthShader; |
| 73 sk_sp<SkLights> fLights; |
| 74 |
| 75 int fDiffuseWidth; |
| 76 int fDiffuseHeight; |
| 77 |
| 78 friend class SkShadowMapShader; |
| 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 ShadowMapFP : public GrFragmentProcessor { |
| 99 public: |
| 100 ShadowMapFP(sk_sp<GrFragmentProcessor> povDepth, |
| 101 sk_sp<SkLights> lights, |
| 102 int diffuseWidth, int diffuseHeight, |
| 103 GrContext* context) { |
| 104 |
| 105 // fuse all ambient lights into a single one |
| 106 |
| 107 fLightDir = lights->light(0).dir(); |
| 108 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(0).getSh
adowMap()); |
| 109 |
| 110 // gets deleted when the ShadowMapFP is destroyed, and frees the
GrTexture* |
| 111 fTexture = sk_sp<GrTexture>(shadowMap->asTextureRef(context, |
| 112
GrTextureParams::ClampNoFilter(), |
| 113
SkSourceGammaTreatment::kIgnore)); |
| 114 fDepthMapAccess.reset(fTexture.get()); |
| 115 this->addTextureAccess(&fDepthMapAccess); |
| 116 |
| 117 fDepthMapHeight = shadowMap->height(); |
| 118 fDepthMapWidth = shadowMap->width(); |
| 119 |
| 120 fWidth = diffuseWidth; |
| 121 fHeight = diffuseHeight; |
| 122 |
| 123 this->registerChildProcessor(std::move(povDepth)); |
| 124 this->initClassID<ShadowMapFP>(); |
| 125 } |
| 126 |
| 127 class GLSLShadowMapFP : public GrGLSLFragmentProcessor { |
| 128 public: |
| 129 GLSLShadowMapFP() { } |
| 130 |
| 131 void emitCode(EmitArgs& args) override { |
| 132 |
| 133 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| 134 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| 135 |
| 136 // add uniforms |
| 137 const char* lightDirUniName = nullptr; |
| 138 const char* depthMapWidthUniName = nullptr; |
| 139 const char* depthMapHeightUniName = nullptr; |
| 140 |
| 141 |
| 142 fLightDirUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 143 kVec3f_GrSLType, |
| 144 kDefault_GrSLPrecision, |
| 145 "lightDir", |
| 146 &lightDirUniName); |
| 147 |
| 148 fDepthMapWidthUni = uniformHandler->addUniform(kFragment_GrShaderFl
ag, |
| 149 kInt_GrSLType, |
| 150 kDefault_GrSLPrec
ision, |
| 151 "dmapWidth", |
| 152 &depthMapWidthUni
Name); |
| 153 fDepthMapHeightUni = uniformHandler->addUniform(kFragment_GrShaderFl
ag, |
| 154 kInt_GrSLType, |
| 155 kDefault_GrSLPrec
ision, |
| 156 "dmapHeight", |
| 157 &depthMapHeightUn
iName); |
| 158 |
| 159 |
| 160 const char* widthUniName = nullptr; |
| 161 const char* heightUniName = nullptr; |
| 162 |
| 163 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 164 kInt_GrSLType, |
| 165 kDefault_GrSLPrecision, |
| 166 "width", &widthUniName); |
| 167 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 168 kInt_GrSLType, |
| 169 kDefault_GrSLPrecision, |
| 170 "height", &heightUniName); |
| 171 |
| 172 |
| 173 SkString povDepth("povDepth"); |
| 174 this->emitChild(0, nullptr, &povDepth, args); |
| 175 |
| 176 SkString depthMap; |
| 177 |
| 178 SkString povCoord("povCoord"); |
| 179 |
| 180 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
| 181 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s
pace, |
| 182 // and the / 400 brings it back to a sampler coordinate, 0 - 1 |
| 183 // The 400 comes from the shadowmaps GM. |
| 184 // TODO use real shadowmaps size |
| 185 SkString offset("offset"); |
| 186 SkString scaleVec("scaleVec"); |
| 187 SkString scaleOffsetVec("scaleOffsetVec"); |
| 188 |
| 189 fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255
/ 400;\n", |
| 190 offset.c_str(), lightDirUniName); |
| 191 |
| 192 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s)
);\n", |
| 193 scaleVec.c_str(), |
| 194 widthUniName, heightUniName, |
| 195 depthMapWidthUniName, depthMapHeightUni
Name); |
| 196 |
| 197 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_0_Stage0 + " |
| 198 "vec2(%s.x, 0 - %s.y)) " |
| 199 " * %s + vec2(0,1) * (1 - %s);\
n", |
| 200 povCoord.c_str(), offset.c_str(), offse
t.c_str(), |
| 201 scaleVec.c_str(), scaleVec.c_str()); |
| 202 // |
| 203 // fragBuilder->codeAppendf(" %s *= %s;\n", |
| 204 // povCoord.c_str(), scaleVec.c_str()); |
| 205 |
| 206 // |
| 207 fragBuilder->appendTextureLookup(&depthMap, args.fTexSamplers[0]
, |
| 208 povCoord.c_str(), |
| 209 kVec2f_GrSLType); |
| 210 // |
| 211 |
| 212 // fragBuilder->codeAppendf("if (%s.b == %s.b) {" |
| 213 // "%s = vec4(0,0,0,1);" |
| 214 // "} else {", povDepth.c_str(), dep
thMap.c_str() |
| 215 // , args.fOutputColor); |
| 216 // fragBuilder->codeAppendf("%s = %s;" |
| 217 // "}", args.fOutputColor, depthMap.
c_str()); |
| 218 |
| 219 fragBuilder->codeAppendf("%s = %s;", args.fOutputColor, depthMap.c_s
tr()); |
| 220 |
| 221 // |
| 222 |
| 223 |
| 224 } |
| 225 |
| 226 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 227 GrProcessorKeyBuilder* b) { |
| 228 const ShadowMapFP& shadowMapFP = proc.cast<ShadowMapFP>(); |
| 229 b->add32(shadowMapFP.fNumDirLights); |
| 230 } |
| 231 |
| 232 protected: |
| 233 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor&
proc) override { |
| 234 const ShadowMapFP &shadowMapFP = proc.cast<ShadowMapFP>(); |
| 235 |
| 236 const SkVector3& lightDir = shadowMapFP.lightDir(); |
| 237 if (lightDir != fLightDir) { |
| 238 pdman.set3fv(fLightDirUni, 1, &lightDir.fX); |
| 239 fLightDir = lightDir; |
| 240 } |
| 241 |
| 242 int depthMapWidth = shadowMapFP.depthMapWidth(); |
| 243 if (depthMapWidth != fDepthMapWidth) { |
| 244 pdman.set1i(fDepthMapWidthUni, depthMapWidth); |
| 245 fDepthMapWidth = depthMapWidth; |
| 246 } |
| 247 int depthMapHeight = shadowMapFP.depthMapHeight(); |
| 248 if (depthMapHeight != fDepthMapHeight) { |
| 249 pdman.set1i(fDepthMapHeightUni, depthMapHeight); |
| 250 fDepthMapHeight = depthMapHeight; |
| 251 } |
| 252 |
| 253 int width = shadowMapFP.width(); |
| 254 if (width != fWidth) { |
| 255 pdman.set1i(fWidthUni, width); |
| 256 fWidth = width; |
| 257 } |
| 258 int height = shadowMapFP.height(); |
| 259 if (height != fHeight) { |
| 260 pdman.set1i(fHeightUni, height); |
| 261 fHeight = height; |
| 262 } |
| 263 |
| 264 } |
| 265 |
| 266 private: |
| 267 SkVector3 fLightDir; |
| 268 GrGLSLProgramDataManager::UniformHandle |
| 269 fLightDirUni; |
| 270 |
| 271 |
| 272 int fDepthMapWidth; |
| 273 GrGLSLProgramDataManager::UniformHandle |
| 274 fDepthMapWidthUni; |
| 275 |
| 276 int fDepthMapHeight; |
| 277 GrGLSLProgramDataManager::UniformHandle |
| 278 fDepthMapHeightUni; |
| 279 |
| 280 int fWidth; |
| 281 GrGLSLProgramDataManager::UniformHandle fWidthUni; |
| 282 int fHeight; |
| 283 GrGLSLProgramDataManager::UniformHandle fHeightUni; |
| 284 }; |
| 285 |
| 286 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b)
const override { |
| 287 GLSLShadowMapFP::GenKey(*this, caps, b); |
| 288 } |
| 289 |
| 290 const char* name() const override { return "shadowMapFP"; } |
| 291 |
| 292 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| 293 inout->mulByUnknownFourComponents(); |
| 294 } |
| 295 int32_t numLights() const { return fNumDirLights; } |
| 296 const SkColor3f& ambientColor() const { return fAmbientColor; } |
| 297 const SkVector3& lightDir() const { |
| 298 return fLightDir; |
| 299 } |
| 300 int depthMapWidth() const { |
| 301 return fDepthMapWidth; |
| 302 } |
| 303 int depthMapHeight() const { |
| 304 return fDepthMapHeight; |
| 305 } |
| 306 int width() const {return fWidth; } |
| 307 int height() const {return fHeight; } |
| 308 |
| 309 private: |
| 310 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new
GLSLShadowMapFP; } |
| 311 |
| 312 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 313 const ShadowMapFP& shadowMapFP = proc.cast<ShadowMapFP>(); |
| 314 if (fAmbientColor != shadowMapFP.fAmbientColor || fNumDirLights != shado
wMapFP.fNumDirLights) { |
| 315 return false; |
| 316 } |
| 317 |
| 318 if (fWidth != shadowMapFP.fWidth || fHeight != shadowMapFP.fHeight) { |
| 319 return false; |
| 320 } |
| 321 |
| 322 for (int i = 0; i < fNumDirLights; i++) { |
| 323 if (fLightDir != shadowMapFP.fLightDir) { |
| 324 return false; |
| 325 } |
| 326 |
| 327 if (fDepthMapWidth != shadowMapFP.fDepthMapWidth || |
| 328 fDepthMapHeight != shadowMapFP.fDepthMapHeight) { |
| 329 return false; |
| 330 } |
| 331 } |
| 332 |
| 333 return true; |
| 334 } |
| 335 |
| 336 int fNumDirLights; |
| 337 |
| 338 SkVector3 fLightDir; |
| 339 GrTextureAccess fDepthMapAccess; |
| 340 sk_sp<GrTexture> fTexture; |
| 341 |
| 342 int fDepthMapWidth; |
| 343 int fDepthMapHeight; |
| 344 |
| 345 int fHeight; |
| 346 int fWidth; |
| 347 |
| 348 SkColor3f fAmbientColor; |
| 349 }; |
| 350 |
| 351 //////////////////////////////////////////////////////////////////////////// |
| 352 |
| 353 sk_sp<GrFragmentProcessor> SkShadowMapShaderImpl::asFragmentProcessor(const AsFP
Args& fpargs) const { |
| 354 |
| 355 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor
(fpargs); |
| 356 |
| 357 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowMapFP>(std::move(povD
epthFP), |
| 358 std::move(fLights
), |
| 359 fDiffuseWidth, fD
iffuseHeight, |
| 360 fpargs.fContext); |
| 361 return shadowfp; |
| 362 } |
| 363 |
| 364 |
| 365 #endif |
| 366 |
| 367 //////////////////////////////////////////////////////////////////////////// |
| 368 |
| 369 bool SkShadowMapShaderImpl::isOpaque() const { |
| 370 return true; |
| 371 } |
| 372 |
| 373 SkShadowMapShaderImpl::ShadowMapShaderContext::ShadowMapShaderContext( |
| 374 const SkShadowMapShaderImpl& shader, const ContextRec& rec, |
| 375 SkShader::Context* povDepthContext, |
| 376 void* heapAllocated) |
| 377 : INHERITED(shader, rec) |
| 378 , fPovDepthContext(povDepthContext) |
| 379 , fHeapAllocated(heapAllocated) { |
| 380 bool isOpaque = shader.isOpaque(); |
| 381 |
| 382 // update fFlags |
| 383 uint32_t flags = 0; |
| 384 if (isOpaque && (255 == this->getPaintAlpha())) { |
| 385 flags |= kOpaqueAlpha_Flag; |
| 386 } |
| 387 |
| 388 fFlags = flags; |
| 389 } |
| 390 |
| 391 SkShadowMapShaderImpl::ShadowMapShaderContext::~ShadowMapShaderContext() { |
| 392 // The dependencies have been created outside of the context on memory that
was allocated by |
| 393 // the onCreateContext() method. Call the destructors and free the memory. |
| 394 fPovDepthContext->~Context(); |
| 395 |
| 396 sk_free(fHeapAllocated); |
| 397 } |
| 398 |
| 399 static inline SkPMColor convert(SkColor3f color, U8CPU a) { |
| 400 if (color.fX <= 0.0f) { |
| 401 color.fX = 0.0f; |
| 402 } else if (color.fX >= 255.0f) { |
| 403 color.fX = 255.0f; |
| 404 } |
| 405 |
| 406 if (color.fY <= 0.0f) { |
| 407 color.fY = 0.0f; |
| 408 } else if (color.fY >= 255.0f) { |
| 409 color.fY = 255.0f; |
| 410 } |
| 411 |
| 412 if (color.fZ <= 0.0f) { |
| 413 color.fZ = 0.0f; |
| 414 } else if (color.fZ >= 255.0f) { |
| 415 color.fZ = 255.0f; |
| 416 } |
| 417 |
| 418 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ)
; |
| 419 } |
| 420 |
| 421 // larger is better (fewer times we have to loop), but we shouldn't |
| 422 // take up too much stack-space (each one here costs 16 bytes) |
| 423 #define BUFFER_MAX 16 |
| 424 void SkShadowMapShaderImpl::ShadowMapShaderContext::shadeSpan(int x, int y, |
| 425 SkPMColor result[], int
count) { |
| 426 const SkShadowMapShaderImpl& lightShader = static_cast<const SkShadowMapShad
erImpl&>(fShader); |
| 427 |
| 428 SkPMColor diffuse[BUFFER_MAX]; |
| 429 |
| 430 do { |
| 431 int n = SkTMin(count, BUFFER_MAX); |
| 432 |
| 433 fPovDepthContext->shadeSpan(x, y, diffuse, n); |
| 434 |
| 435 for (int i = 0; i < n; ++i) { |
| 436 |
| 437 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); |
| 438 |
| 439 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
| 440 // This is all done in linear unpremul color space (each component 0
..255.0f though) |
| 441 const SkLights::Light& light = lightShader.fLights->light(0); |
| 442 |
| 443 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 444 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 445 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 446 |
| 447 result[i] = convert(accum, SkColorGetA(diffColor)); |
| 448 } |
| 449 |
| 450 result += n; |
| 451 x += n; |
| 452 count -= n; |
| 453 } while (count > 0); |
| 454 } |
| 455 |
| 456 //////////////////////////////////////////////////////////////////////////// |
| 457 |
| 458 #ifndef SK_IGNORE_TO_STRING |
| 459 void SkShadowMapShaderImpl::toString(SkString* str) const { |
| 460 str->appendf("ShadowMapShader: ()"); |
| 461 } |
| 462 #endif |
| 463 |
| 464 sk_sp<SkFlattenable> SkShadowMapShaderImpl::CreateProc(SkReadBuffer& buf) { |
| 465 |
| 466 // Discarding SkShader flattenable params |
| 467 bool hasLocalMatrix = buf.readBool(); |
| 468 SkAssertResult(!hasLocalMatrix); |
| 469 |
| 470 SkLights::Builder builder; |
| 471 |
| 472 bool isAmbient = buf.readBool(); |
| 473 |
| 474 SkColor3f color; |
| 475 if (!buf.readScalarArray(&color.fX, 3)) { |
| 476 return nullptr; |
| 477 } |
| 478 |
| 479 if (isAmbient) { |
| 480 builder.add(SkLights::Light(color)); |
| 481 } else { |
| 482 SkVector3 dir; |
| 483 if (!buf.readScalarArray(&dir.fX, 3)) { |
| 484 return nullptr; |
| 485 } |
| 486 |
| 487 sk_sp<SkImage> depthMap; |
| 488 if (!(depthMap = sk_ref_sp<SkImage>(buf.readImage()))) { |
| 489 return nullptr; |
| 490 } |
| 491 |
| 492 SkLights::Light light = SkLights::Light(color, dir); |
| 493 light.setShadowMap(depthMap); |
| 494 |
| 495 builder.add(light); |
| 496 } |
| 497 |
| 498 sk_sp<SkLights> lights(builder.finish()); |
| 499 |
| 500 int diffuseWidth = buf.readInt(); |
| 501 int diffuseHeight = buf.readInt(); |
| 502 |
| 503 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); |
| 504 |
| 505 return sk_make_sp<SkShadowMapShaderImpl>(std::move(povDepthShader), |
| 506 std::move(lights), |
| 507 diffuseWidth, diffuseHeight); |
| 508 } |
| 509 |
| 510 void SkShadowMapShaderImpl::flatten(SkWriteBuffer& buf) const { |
| 511 this->INHERITED::flatten(buf); |
| 512 |
| 513 buf.writeInt(fLights->numLights()); |
| 514 |
| 515 const SkLights::Light& light = fLights->light(0); |
| 516 |
| 517 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); |
| 518 |
| 519 buf.writeBool(isAmbient); |
| 520 buf.writeScalarArray(&light.color().fX, 3); |
| 521 if (!isAmbient) { |
| 522 buf.writeScalarArray(&light.dir().fX, 3); |
| 523 } |
| 524 |
| 525 buf.writeImage(light.getShadowMap()); |
| 526 |
| 527 buf.writeInt(fDiffuseWidth); |
| 528 buf.writeInt(fDiffuseHeight); |
| 529 |
| 530 buf.writeFlattenable(fPovDepthShader.get()); |
| 531 } |
| 532 |
| 533 size_t SkShadowMapShaderImpl::onContextSize(const ContextRec& rec) const { |
| 534 return sizeof(ShadowMapShaderContext); |
| 535 } |
| 536 |
| 537 SkShader::Context* SkShadowMapShaderImpl::onCreateContext(const ContextRec& rec, |
| 538 void* storage) const { |
| 539 size_t heapRequired = fPovDepthShader->contextSize(rec); |
| 540 |
| 541 void* heapAllocated = sk_malloc_throw(heapRequired); |
| 542 |
| 543 void* povDepthContextStorage = heapAllocated; |
| 544 |
| 545 SkShader::Context* povDepthContext = |
| 546 fPovDepthShader->createContext(rec, povDepthContextStorage); |
| 547 |
| 548 if (!povDepthContext) { |
| 549 sk_free(heapAllocated); |
| 550 return nullptr; |
| 551 } |
| 552 |
| 553 return new (storage) ShadowMapShaderContext(*this, rec, povDepthContext, |
| 554 heapAllocated); |
| 555 } |
| 556 |
| 557 /////////////////////////////////////////////////////////////////////////////// |
| 558 |
| 559 sk_sp<SkShader> SkShadowMapShader::Make(sk_sp<SkShader> povDepthShader, |
| 560 sk_sp<SkLights> lights, |
| 561 int diffuseWidth, int diffuseHeight) { |
| 562 if (!povDepthShader) { |
| 563 // TODO: Use paint's color in absence of a diffuseShader |
| 564 // TODO: Use a default implementation of normalSource instead |
| 565 return nullptr; |
| 566 } |
| 567 |
| 568 return sk_make_sp<SkShadowMapShaderImpl>(std::move(povDepthShader), |
| 569 std::move(lights), |
| 570 diffuseWidth, diffuseHeight); |
| 571 } |
| 572 |
| 573 /////////////////////////////////////////////////////////////////////////////// |
| 574 |
| 575 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowMapShader) |
| 576 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowMapShaderImpl) |
| 577 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 578 |
| 579 /////////////////////////////////////////////////////////////////////////////// |
| 580 |
| 581 #endif |
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