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Side by Side Diff: src/core/SkCanvas.cpp

Issue 2224163005: Made shadows blurry (thru implementing variance mapping) (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Trying different include path Created 4 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2008 The Android Open Source Project 2 * Copyright 2008 The Android Open Source Project
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "SkBitmapDevice.h" 8 #include "SkBitmapDevice.h"
9 #include "SkCanvas.h" 9 #include "SkCanvas.h"
10 #include "SkCanvasPriv.h" 10 #include "SkCanvasPriv.h"
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31 #include "SkRRect.h" 31 #include "SkRRect.h"
32 #include "SkShadowPaintFilterCanvas.h" 32 #include "SkShadowPaintFilterCanvas.h"
33 #include "SkShadowShader.h" 33 #include "SkShadowShader.h"
34 #include "SkSmallAllocator.h" 34 #include "SkSmallAllocator.h"
35 #include "SkSpecialImage.h" 35 #include "SkSpecialImage.h"
36 #include "SkSurface_Base.h" 36 #include "SkSurface_Base.h"
37 #include "SkTextBlob.h" 37 #include "SkTextBlob.h"
38 #include "SkTextFormatParams.h" 38 #include "SkTextFormatParams.h"
39 #include "SkTLazy.h" 39 #include "SkTLazy.h"
40 #include "SkTraceEvent.h" 40 #include "SkTraceEvent.h"
41
42 #include <new> 41 #include <new>
43 42
44 #if SK_SUPPORT_GPU 43 #if SK_SUPPORT_GPU
45 #include "GrContext.h" 44 #include "GrContext.h"
46 #include "GrRenderTarget.h" 45 #include "GrRenderTarget.h"
47 #include "SkGrPriv.h" 46 #include "SkGrPriv.h"
47
48 #endif 48 #endif
49 49
50 #define RETURN_ON_NULL(ptr) do { if (nullptr == (ptr)) return; } while (0) 50 #define RETURN_ON_NULL(ptr) do { if (nullptr == (ptr)) return; } while (0)
51 51
52 //#define SK_SUPPORT_PRECHECK_CLIPRECT 52 //#define SK_SUPPORT_PRECHECK_CLIPRECT
53 53
54 /* 54 /*
55 * Return true if the drawing this rect would hit every pixels in the canvas. 55 * Return true if the drawing this rect would hit every pixels in the canvas.
56 * 56 *
57 * Returns false if 57 * Returns false if
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3156 } 3156 }
3157 } 3157 }
3158 3158
3159 SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect()); 3159 SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect());
3160 picture->playback(this); 3160 picture->playback(this);
3161 } 3161 }
3162 3162
3163 #ifdef SK_EXPERIMENTAL_SHADOWING 3163 #ifdef SK_EXPERIMENTAL_SHADOWING
3164 void SkCanvas::drawShadowedPicture(const SkPicture* picture, 3164 void SkCanvas::drawShadowedPicture(const SkPicture* picture,
3165 const SkMatrix* matrix, 3165 const SkMatrix* matrix,
3166 const SkPaint* paint) { 3166 const SkPaint* paint,
3167 const SkShadowParams& params) {
3167 RETURN_ON_NULL(picture); 3168 RETURN_ON_NULL(picture);
3168 3169
3169 TRACE_EVENT0("disabled-by-default-skia", "SkCanvas::drawShadowedPicture()"); 3170 TRACE_EVENT0("disabled-by-default-skia", "SkCanvas::drawShadowedPicture()");
3170 3171
3171 this->onDrawShadowedPicture(picture, matrix, paint); 3172 this->onDrawShadowedPicture(picture, matrix, paint, params);
3172 } 3173 }
3173 3174
3174 void SkCanvas::onDrawShadowedPicture(const SkPicture* picture, 3175 void SkCanvas::onDrawShadowedPicture(const SkPicture* picture,
3175 const SkMatrix* matrix, 3176 const SkMatrix* matrix,
3176 const SkPaint* paint) { 3177 const SkPaint* paint,
3178 const SkShadowParams& params) {
3177 if (!paint || paint->canComputeFastBounds()) { 3179 if (!paint || paint->canComputeFastBounds()) {
3178 SkRect bounds = picture->cullRect(); 3180 SkRect bounds = picture->cullRect();
3179 if (paint) { 3181 if (paint) {
3180 paint->computeFastBounds(bounds, &bounds); 3182 paint->computeFastBounds(bounds, &bounds);
3181 } 3183 }
3182 if (matrix) { 3184 if (matrix) {
3183 matrix->mapRect(&bounds); 3185 matrix->mapRect(&bounds);
3184 } 3186 }
3185 if (this->quickReject(bounds)) { 3187 if (this->quickReject(bounds)) {
3186 return; 3188 return;
3187 } 3189 }
3188 } 3190 }
3189 3191
3190 SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect()); 3192 SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect());
3191 3193
3194 sk_sp<SkImage> povDepthMap;
3195 sk_sp<SkImage> diffuseMap;
3196
3197 // TODO: pass the depth to the shader in vertices, or uniforms
3198 // so we don't have to render depth and color separately
3192 for (int i = 0; i < fLights->numLights(); ++i) { 3199 for (int i = 0; i < fLights->numLights(); ++i) {
3193 // skip over ambient lights; they don't cast shadows 3200 // skip over ambient lights; they don't cast shadows
3194 // lights that have shadow maps do not need updating (because lights are immutable) 3201 // lights that have shadow maps do not need updating (because lights are immutable)
3195 3202
3196 if (SkLights::Light::kAmbient_LightType == fLights->light(i).type() || 3203 if (SkLights::Light::kAmbient_LightType == fLights->light(i).type() ||
3197 fLights->light(i).getShadowMap() != nullptr) { 3204 fLights->light(i).getShadowMap() != nullptr) {
3198 continue; 3205 continue;
3199 } 3206 }
3200 3207
3201 // TODO: compute the correct size of the depth map from the light proper ties 3208 // TODO: compute the correct size of the depth map from the light proper ties
3202 // TODO: maybe add a kDepth_8_SkColorType 3209 // TODO: maybe add a kDepth_8_SkColorType
3203 // TODO: find actual max depth of picture 3210 // TODO: find actual max depth of picture
3204 SkISize shMapSize = SkShadowPaintFilterCanvas::ComputeDepthMapSize( 3211 SkISize shMapSize = SkShadowPaintFilterCanvas::ComputeDepthMapSize(
3205 fLights->light(i), 255, 3212 fLights->light(i), 255,
3206 picture->cullRect().width(), 3213 picture->cullRect().width(),
3207 picture->cullRect().height()); 3214 picture->cullRect().height());
3208 3215
3209 SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight , 3216 SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight ,
3210 kBGRA_8888_SkColorType, 3217 kBGRA_8888_SkColorType,
3211 kOpaque_SkAlphaType); 3218 kOpaque_SkAlphaType);
3212 3219
3213 // Create a new surface (that matches the backend of canvas) 3220 // Create a new surface (that matches the backend of canvas)
3214 // for each shadow map 3221 // for each shadow map
3215 sk_sp<SkSurface> surf(this->makeSurface(info)); 3222 sk_sp<SkSurface> surf(this->makeSurface(info));
3216 3223
3217 // Wrap another SPFCanvas around the surface 3224 // Wrap another SPFCanvas around the surface
3218 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas = 3225 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
3219 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas()); 3226 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
3227 depthMapCanvas->setShadowParams(params);
3220 3228
3221 // set the depth map canvas to have the light we're drawing. 3229 // set the depth map canvas to have the light we're drawing.
3222 SkLights::Builder builder; 3230 SkLights::Builder builder;
3223 builder.add(fLights->light(i)); 3231 builder.add(fLights->light(i));
3224 sk_sp<SkLights> curLight = builder.finish(); 3232 sk_sp<SkLights> curLight = builder.finish();
3233 depthMapCanvas->setLights(std::move(curLight));
3225 3234
3226 depthMapCanvas->setLights(std::move(curLight));
3227 depthMapCanvas->drawPicture(picture); 3235 depthMapCanvas->drawPicture(picture);
3236 sk_sp<SkImage> depthMap = surf->makeImageSnapshot();
3228 3237
3229 fLights->light(i).setShadowMap(surf->makeImageSnapshot()); 3238 if (params.fType == SkShadowParams::kNoBlur_ShadowType) {
3239 fLights->light(i).setShadowMap(std::move(depthMap));
3240 } else if (params.fType == SkShadowParams::kVariance_ShadowType) {
3241 // we blur the variance map
3242 SkPaint blurPaint;
3243 blurPaint.setImageFilter(SkImageFilter::MakeBlur(params.fShadowRadiu s,
3244 params.fShadowRadiu s, nullptr));
3245
3246 SkImageInfo blurInfo = SkImageInfo::Make(shMapSize.fWidth, shMapSize .fHeight,
3247 kBGRA_8888_SkColorType,
3248 kOpaque_SkAlphaType);
3249
3250 sk_sp<SkSurface> blurSurf(this->makeSurface(blurInfo));
3251
3252 blurSurf->getCanvas()->drawImage(std::move(depthMap), 0, 0, &blurPai nt);
3253
3254 fLights->light(i).setShadowMap(blurSurf->makeImageSnapshot());
3255 }
3230 } 3256 }
3231 3257
3232 sk_sp<SkImage> povDepthMap;
3233 sk_sp<SkImage> diffuseMap;
3234
3235 // TODO: pass the depth to the shader in vertices, or uniforms
3236 // so we don't have to render depth and color separately
3237
3238 // povDepthMap 3258 // povDepthMap
3239 { 3259 {
3240 SkLights::Builder builder; 3260 SkLights::Builder builder;
3241 builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f), 3261 builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f),
3242 SkVector3::Make(0.0f, 0.0f, 1.0f))); 3262 SkVector3::Make(0.0f, 0.0f, 1.0f)));
3243 sk_sp<SkLights> povLight = builder.finish(); 3263 sk_sp<SkLights> povLight = builder.finish();
3244 3264
3245 SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(), 3265 SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(),
3246 picture->cullRect().height(), 3266 picture->cullRect().height(),
3247 kBGRA_8888_SkColorType, 3267 kBGRA_8888_SkColorType,
3248 kOpaque_SkAlphaType); 3268 kOpaque_SkAlphaType);
3249 3269
3250 // Create a new surface (that matches the backend of canvas) 3270 // Create a new surface (that matches the backend of canvas)
3251 // to create the povDepthMap 3271 // to create the povDepthMap
3252 sk_sp<SkSurface> surf(this->makeSurface(info)); 3272 sk_sp<SkSurface> surf(this->makeSurface(info));
3253 3273
3254 // Wrap another SPFCanvas around the surface 3274 // Wrap another SPFCanvas around the surface
3255 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas = 3275 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
3256 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas()); 3276 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
3257 3277
3258 // set the depth map canvas to have the light as the user's POV 3278 // set the depth map canvas to have the light as the user's POV
3259 depthMapCanvas->setLights(std::move(povLight)); 3279 depthMapCanvas->setLights(std::move(povLight));
3260 3280
3261 depthMapCanvas->drawPicture(picture); 3281 depthMapCanvas->drawPicture(picture);
3262
3263 povDepthMap = surf->makeImageSnapshot(); 3282 povDepthMap = surf->makeImageSnapshot();
3264 } 3283 }
3265 3284
3266 // diffuseMap 3285 // diffuseMap
3267 { 3286 {
3268 SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(), 3287 SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(),
3269 picture->cullRect().height(), 3288 picture->cullRect().height(),
3270 kBGRA_8888_SkColorType, 3289 kBGRA_8888_SkColorType,
3271 kOpaque_SkAlphaType); 3290 kOpaque_SkAlphaType);
3272 3291
3273 sk_sp<SkSurface> surf(this->makeSurface(info)); 3292 sk_sp<SkSurface> surf(this->makeSurface(info));
3274 surf->getCanvas()->drawPicture(picture); 3293 surf->getCanvas()->drawPicture(picture);
3275 3294
3276 diffuseMap = surf->makeImageSnapshot(); 3295 diffuseMap = surf->makeImageSnapshot();
3277 } 3296 }
3278
3279 SkPaint shadowPaint; 3297 SkPaint shadowPaint;
3280 3298
3281 sk_sp<SkShader> povDepthShader = povDepthMap->makeShader(SkShader::kClamp_Ti leMode, 3299 sk_sp<SkShader> povDepthShader = povDepthMap->makeShader(SkShader::kClamp_Ti leMode,
3282 SkShader::kClamp_Ti leMode); 3300 SkShader::kClamp_Ti leMode);
3283
3284 sk_sp<SkShader> diffuseShader = diffuseMap->makeShader(SkShader::kClamp_Tile Mode, 3301 sk_sp<SkShader> diffuseShader = diffuseMap->makeShader(SkShader::kClamp_Tile Mode,
3285 SkShader::kClamp_Tile Mode); 3302 SkShader::kClamp_Tile Mode);
3286
3287 sk_sp<SkShader> shadowShader = SkShadowShader::Make(std::move(povDepthShader ), 3303 sk_sp<SkShader> shadowShader = SkShadowShader::Make(std::move(povDepthShader ),
3288 std::move(diffuseShader) , 3304 std::move(diffuseShader) ,
3289 std::move(fLights), 3305 std::move(fLights),
3290 diffuseMap->width(), 3306 diffuseMap->width(),
3291 diffuseMap->height()); 3307 diffuseMap->height(),
3308 params);
3292 3309
3293 shadowPaint.setShader(shadowShader); 3310 shadowPaint.setShader(shadowShader);
3294 3311
3295 this->drawRect(SkRect::MakeIWH(diffuseMap->width(), diffuseMap->height()), s hadowPaint); 3312 this->drawRect(SkRect::MakeIWH(diffuseMap->width(), diffuseMap->height()), s hadowPaint);
3296 } 3313 }
3297 #endif 3314 #endif
3298 3315
3299 /////////////////////////////////////////////////////////////////////////////// 3316 ///////////////////////////////////////////////////////////////////////////////
3300 /////////////////////////////////////////////////////////////////////////////// 3317 ///////////////////////////////////////////////////////////////////////////////
3301 3318
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3399 3416
3400 SkAutoCanvasMatrixPaint::~SkAutoCanvasMatrixPaint() { 3417 SkAutoCanvasMatrixPaint::~SkAutoCanvasMatrixPaint() {
3401 fCanvas->restoreToCount(fSaveCount); 3418 fCanvas->restoreToCount(fSaveCount);
3402 } 3419 }
3403 3420
3404 #ifdef SK_SUPPORT_LEGACY_NEW_SURFACE_API 3421 #ifdef SK_SUPPORT_LEGACY_NEW_SURFACE_API
3405 SkSurface* SkCanvas::newSurface(const SkImageInfo& info, const SkSurfaceProps* p rops) { 3422 SkSurface* SkCanvas::newSurface(const SkImageInfo& info, const SkSurfaceProps* p rops) {
3406 return this->makeSurface(info, props).release(); 3423 return this->makeSurface(info, props).release();
3407 } 3424 }
3408 #endif 3425 #endif
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