Index: src/core/SkCanvas.cpp |
diff --git a/src/core/SkCanvas.cpp b/src/core/SkCanvas.cpp |
index 8f77afe78e1ca955b668a647b046d773daa83f26..0b14368b6eb98e0d5f97dc3e1dbd1fbe51035606 100644 |
--- a/src/core/SkCanvas.cpp |
+++ b/src/core/SkCanvas.cpp |
@@ -38,13 +38,13 @@ |
#include "SkTextFormatParams.h" |
#include "SkTLazy.h" |
#include "SkTraceEvent.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) |
@@ -3163,17 +3163,19 @@ 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& params) { |
RETURN_ON_NULL(picture); |
TRACE_EVENT0("disabled-by-default-skia", "SkCanvas::drawShadowedPicture()"); |
- this->onDrawShadowedPicture(picture, matrix, paint); |
+ this->onDrawShadowedPicture(picture, matrix, paint, params); |
} |
void SkCanvas::onDrawShadowedPicture(const SkPicture* picture, |
const SkMatrix* matrix, |
- const SkPaint* paint) { |
+ const SkPaint* paint, |
+ const SkShadowParams& params) { |
if (!paint || paint->canComputeFastBounds()) { |
SkRect bounds = picture->cullRect(); |
if (paint) { |
@@ -3189,6 +3191,11 @@ 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) |
@@ -3217,23 +3224,36 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture, |
// Wrap another SPFCanvas around the surface |
sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas = |
sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas()); |
+ depthMapCanvas->setShadowParams(params); |
// 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 (params.fType == SkShadowParams::kNoBlur_ShadowType) { |
+ fLights->light(i).setShadowMap(std::move(depthMap)); |
+ } else if (params.fType == SkShadowParams::kVariance_ShadowType) { |
+ // we blur the variance map |
+ SkPaint blurPaint; |
+ blurPaint.setImageFilter(SkImageFilter::MakeBlur(params.fShadowRadius, |
+ params.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)); |
+ |
+ blurSurf->getCanvas()->drawImage(std::move(depthMap), 0, 0, &blurPaint); |
+ |
+ fLights->light(i).setShadowMap(blurSurf->makeImageSnapshot()); |
+ } |
+ } |
// povDepthMap |
{ |
@@ -3259,7 +3279,6 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture, |
depthMapCanvas->setLights(std::move(povLight)); |
depthMapCanvas->drawPicture(picture); |
- |
povDepthMap = surf->makeImageSnapshot(); |
} |
@@ -3275,20 +3294,18 @@ 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(), |
+ params); |
shadowPaint.setShader(shadowShader); |