OLD | NEW |
1 /* | 1 /* |
2 * Copyright 2016 Google Inc. | 2 * Copyright 2016 Google Inc. |
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 "SkCanvas.h" | 8 #include "SkCanvas.h" |
9 #include "SkReadBuffer.h" | 9 #include "SkReadBuffer.h" |
10 #include "SkShadowShader.h" | 10 #include "SkShadowShader.h" |
(...skipping 43 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
54 | 54 |
55 uint32_t getFlags() const override { return fFlags; } | 55 uint32_t getFlags() const override { return fFlags; } |
56 | 56 |
57 private: | 57 private: |
58 SkShader::Context* fPovDepthContext; | 58 SkShader::Context* fPovDepthContext; |
59 SkShader::Context* fDiffuseContext; | 59 SkShader::Context* fDiffuseContext; |
60 uint32_t fFlags; | 60 uint32_t fFlags; |
61 | 61 |
62 void* fHeapAllocated; | 62 void* fHeapAllocated; |
63 | 63 |
| 64 int fNonAmbLightCnt; |
| 65 SkPixmap* fShadowMapPixels; |
| 66 |
| 67 |
64 typedef SkShader::Context INHERITED; | 68 typedef SkShader::Context INHERITED; |
65 }; | 69 }; |
66 | 70 |
67 SK_TO_STRING_OVERRIDE() | 71 SK_TO_STRING_OVERRIDE() |
68 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl) | 72 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl) |
69 | 73 |
70 protected: | 74 protected: |
71 void flatten(SkWriteBuffer&) const override; | 75 void flatten(SkWriteBuffer&) const override; |
72 size_t onContextSize(const ContextRec&) const override; | 76 size_t onContextSize(const ContextRec&) const override; |
73 Context* onCreateContext(const ContextRec&, void*) const override; | 77 Context* onCreateContext(const ContextRec&, void*) const override; |
(...skipping 561 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
635 , fHeapAllocated(heapAllocated) { | 639 , fHeapAllocated(heapAllocated) { |
636 bool isOpaque = shader.isOpaque(); | 640 bool isOpaque = shader.isOpaque(); |
637 | 641 |
638 // update fFlags | 642 // update fFlags |
639 uint32_t flags = 0; | 643 uint32_t flags = 0; |
640 if (isOpaque && (255 == this->getPaintAlpha())) { | 644 if (isOpaque && (255 == this->getPaintAlpha())) { |
641 flags |= kOpaqueAlpha_Flag; | 645 flags |= kOpaqueAlpha_Flag; |
642 } | 646 } |
643 | 647 |
644 fFlags = flags; | 648 fFlags = flags; |
| 649 |
| 650 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl
&>(fShader); |
| 651 |
| 652 fNonAmbLightCnt = lightShader.fLights->numLights(); |
| 653 fShadowMapPixels = new SkPixmap[fNonAmbLightCnt]; |
| 654 |
| 655 for (int i = 0; i < fNonAmbLightCnt; i++) { |
| 656 if (lightShader.fLights->light(i).type() == SkLights::Light::kDirectiona
l_LightType) { |
| 657 lightShader.fLights->light(i).getShadowMap()-> |
| 658 peekPixels(&fShadowMapPixels[i]); |
| 659 } |
| 660 } |
645 } | 661 } |
646 | 662 |
647 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() { | 663 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() { |
| 664 delete[] fShadowMapPixels; |
| 665 |
648 // The dependencies have been created outside of the context on memory that
was allocated by | 666 // The dependencies have been created outside of the context on memory that
was allocated by |
649 // the onCreateContext() method. Call the destructors and free the memory. | 667 // the onCreateContext() method. Call the destructors and free the memory. |
650 fPovDepthContext->~Context(); | 668 fPovDepthContext->~Context(); |
651 fDiffuseContext->~Context(); | 669 fDiffuseContext->~Context(); |
652 | 670 |
653 sk_free(fHeapAllocated); | 671 sk_free(fHeapAllocated); |
654 } | 672 } |
655 | 673 |
656 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | 674 static inline SkPMColor convert(SkColor3f color, U8CPU a) { |
657 if (color.fX <= 0.0f) { | 675 if (color.fX <= 0.0f) { |
(...skipping 18 matching lines...) Expand all Loading... |
676 } | 694 } |
677 | 695 |
678 // larger is better (fewer times we have to loop), but we shouldn't | 696 // larger is better (fewer times we have to loop), but we shouldn't |
679 // take up too much stack-space (each one here costs 16 bytes) | 697 // take up too much stack-space (each one here costs 16 bytes) |
680 #define BUFFER_MAX 16 | 698 #define BUFFER_MAX 16 |
681 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, | 699 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, |
682 SkPMColor result[], int
count) { | 700 SkPMColor result[], int
count) { |
683 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl
&>(fShader); | 701 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl
&>(fShader); |
684 | 702 |
685 SkPMColor diffuse[BUFFER_MAX]; | 703 SkPMColor diffuse[BUFFER_MAX]; |
| 704 SkPMColor povDepth[BUFFER_MAX]; |
686 | 705 |
687 do { | 706 do { |
688 int n = SkTMin(count, BUFFER_MAX); | 707 int n = SkTMin(count, BUFFER_MAX); |
689 | 708 |
690 fPovDepthContext->shadeSpan(x, y, diffuse, n); | |
691 fDiffuseContext->shadeSpan(x, y, diffuse, n); | 709 fDiffuseContext->shadeSpan(x, y, diffuse, n); |
| 710 fPovDepthContext->shadeSpan(x, y, povDepth, n); |
692 | 711 |
693 for (int i = 0; i < n; ++i) { | 712 for (int i = 0; i < n; ++i) { |
| 713 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); |
| 714 SkColor povDepthColor = povDepth[i]; |
694 | 715 |
695 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | 716 SkColor3f totalLight = lightShader.fLights->ambientLightColor(); |
696 | |
697 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | |
698 // This is all done in linear unpremul color space (each component 0
..255.0f though) | 717 // This is all done in linear unpremul color space (each component 0
..255.0f though) |
699 | 718 |
700 accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGet
R(diffColor); | |
701 accum.fY += lightShader.fLights->ambientLightColor().fY * SkColorGet
G(diffColor); | |
702 accum.fZ += lightShader.fLights->ambientLightColor().fZ * SkColorGet
B(diffColor); | |
703 | |
704 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 719 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
705 const SkLights::Light& light = lightShader.fLights->light(l); | 720 const SkLights::Light& light = lightShader.fLights->light(l); |
706 | 721 |
707 if (SkLights::Light::kDirectional_LightType == light.type()) { | 722 if (light.type() == SkLights::Light::kDirectional_LightType) { |
708 // scaling by fZ accounts for lighting direction | 723 int pvDepth = SkColorGetB(povDepthColor); // depth stored in
blue channel |
709 accum.fX += light.color().makeScale(light.dir().fZ).fX * | 724 |
710 SkColorGetR(diffColor); | 725 int xOffset = SkScalarRoundToInt(light.dir().fX * pvDepth); |
711 accum.fY += light.color().makeScale(light.dir().fZ).fY * | 726 int yOffset = SkScalarRoundToInt(light.dir().fY * pvDepth); |
712 SkColorGetG(diffColor); | 727 |
713 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * | 728 int shX = SkClampMax(x + i + xOffset, light.getShadowMap()->
width() - 1); |
714 SkColorGetB(diffColor); | 729 int shY = SkClampMax(y + yOffset, light.getShadowMap()->heig
ht() - 1); |
| 730 |
| 731 int shDepth = 0; |
| 732 |
| 733 // pixmaps that point to things have nonzero heights |
| 734 if (fShadowMapPixels[l].height() > 0) { |
| 735 uint32_t pix = *fShadowMapPixels[l].addr32(shX, shY); |
| 736 SkColor shColor(pix); |
| 737 |
| 738 shDepth = SkColorGetB(shColor); |
| 739 } else { |
| 740 // Make lights w/o a shadow map receive the full light c
ontribution |
| 741 shDepth = pvDepth; |
| 742 } |
| 743 |
| 744 if (pvDepth >= shDepth) { |
| 745 // assume object normals are pointing straight up |
| 746 totalLight.fX += light.dir().fZ * light.color().fX; |
| 747 totalLight.fY += light.dir().fZ * light.color().fY; |
| 748 totalLight.fZ += light.dir().fZ * light.color().fZ; |
| 749 } |
715 } else { | 750 } else { |
716 accum.fX += light.color().fX * SkColorGetR(diffColor); | 751 totalLight += light.color(); |
717 accum.fY += light.color().fY * SkColorGetG(diffColor); | |
718 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | |
719 } | 752 } |
720 | |
721 } | 753 } |
722 | 754 |
723 result[i] = convert(accum, SkColorGetA(diffColor)); | 755 SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * tota
lLight.fX, |
| 756 SkColorGetG(diffColor) * tota
lLight.fY, |
| 757 SkColorGetB(diffColor) * tota
lLight.fZ); |
| 758 |
| 759 result[i] = convert(totalColor, SkColorGetA(diffColor)); |
724 } | 760 } |
725 | 761 |
726 result += n; | 762 result += n; |
727 x += n; | 763 x += n; |
728 count -= n; | 764 count -= n; |
729 } while (count > 0); | 765 } while (count > 0); |
730 } | 766 } |
731 | 767 |
732 //////////////////////////////////////////////////////////////////////////// | 768 //////////////////////////////////////////////////////////////////////////// |
733 | 769 |
(...skipping 102 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
836 | 872 |
837 /////////////////////////////////////////////////////////////////////////////// | 873 /////////////////////////////////////////////////////////////////////////////// |
838 | 874 |
839 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 875 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
840 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 876 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
841 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 877 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
842 | 878 |
843 /////////////////////////////////////////////////////////////////////////////// | 879 /////////////////////////////////////////////////////////////////////////////// |
844 | 880 |
845 #endif | 881 #endif |
OLD | NEW |