Index: src/core/SkCanvas.cpp |
diff --git a/src/core/SkCanvas.cpp b/src/core/SkCanvas.cpp |
index 24d9506bd79ca2719440e3f0f16cd09fb833f0ca..c91ab72c7826d81e6b7d461be0ebad0f38085877 100644 |
--- a/src/core/SkCanvas.cpp |
+++ b/src/core/SkCanvas.cpp |
@@ -37,13 +37,14 @@ |
#include "SkTextFormatParams.h" |
#include "SkTLazy.h" |
#include "SkTraceEvent.h" |
robertphillips
2016/08/16 15:58:16
Hmmm, I believe core needs to be able to build w/o
|
- |
+#include "../../include/effects/SkBlurImageFilter.h" |
#include <new> |
#if SK_SUPPORT_GPU |
#include "GrContext.h" |
#include "GrRenderTarget.h" |
#include "SkGrPriv.h" |
+ |
#endif |
#define RETURN_ON_NULL(ptr) do { if (nullptr == (ptr)) return; } while (0) |
@@ -3060,17 +3061,19 @@ void SkCanvas::onDrawPicture(const SkPicture* picture, const SkMatrix* matrix, |
#ifdef SK_EXPERIMENTAL_SHADOWING |
void SkCanvas::drawShadowedPicture(const SkPicture* picture, |
const SkMatrix* matrix, |
- const SkPaint* paint) { |
+ const SkPaint* paint, |
+ const SkShadowParams& sParams) { |
RETURN_ON_NULL(picture); |
TRACE_EVENT0("disabled-by-default-skia", "SkCanvas::drawShadowedPicture()"); |
- this->onDrawShadowedPicture(picture, matrix, paint); |
+ this->onDrawShadowedPicture(picture, matrix, paint, sParams); |
} |
void SkCanvas::onDrawShadowedPicture(const SkPicture* picture, |
const SkMatrix* matrix, |
- const SkPaint* paint) { |
+ const SkPaint* paint, |
+ const SkShadowParams& sParams) { |
if (!paint || paint->canComputeFastBounds()) { |
SkRect bounds = picture->cullRect(); |
if (paint) { |
@@ -3086,6 +3089,11 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture, |
SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect()); |
+ 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 |
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) |
@@ -3114,23 +3122,37 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture, |
// Wrap another SPFCanvas around the surface |
sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas = |
sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas()); |
+ depthMapCanvas->setShadowType(sParams); |
// 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); |
+ sk_sp<SkImage> depthMap = surf->makeImageSnapshot(); |
- fLights->light(i).setShadowMap(surf->makeImageSnapshot()); |
- } |
+ if (sParams.fShadowType == SkShadowParams::kNoBlur_BlurAlgorithm) { |
+ fLights->light(i).setShadowMap(std::move(depthMap)); |
+ } else if (sParams.fShadowType == SkShadowParams::kVariance_BlurAlgorithm) { |
+ // we blur the variance map |
+ SkPaint blurPaint; |
+ blurPaint.setImageFilter(SkBlurImageFilter::Make(sParams.fShadowRadius, |
+ sParams.fShadowRadius, nullptr)); |
- sk_sp<SkImage> povDepthMap; |
- sk_sp<SkImage> diffuseMap; |
+ SkImageInfo blurInfo = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight, |
+ kBGRA_8888_SkColorType, |
+ kOpaque_SkAlphaType); |
- // TODO: pass the depth to the shader in vertices, or uniforms |
- // so we don't have to render depth and color separately |
+ sk_sp<SkSurface> blurSurf(this->makeSurface(blurInfo)); |
+ sk_sp<SkCanvas> blurDepthMapCanvas = sk_ref_sp(blurSurf->getCanvas()); |
+ |
+ blurDepthMapCanvas->drawImage(std::move(depthMap), 0, 0, &blurPaint); |
+ |
+ fLights->light(i).setShadowMap(blurSurf->makeImageSnapshot()); |
+ } |
+ } |
// povDepthMap |
{ |
@@ -3156,7 +3178,6 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture, |
depthMapCanvas->setLights(std::move(povLight)); |
depthMapCanvas->drawPicture(picture); |
- |
povDepthMap = surf->makeImageSnapshot(); |
} |
@@ -3172,20 +3193,18 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture, |
diffuseMap = surf->makeImageSnapshot(); |
} |
- |
SkPaint shadowPaint; |
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()); |
+ diffuseMap->height(), |
+ sParams); |
shadowPaint.setShader(shadowShader); |