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| 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 | 8 |
| 9 #include "SkLights.h" | 9 #include "SkLights.h" |
| 10 #include "SkReadBuffer.h" | 10 #include "SkReadBuffer.h" |
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| 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[SkShadowShader::kMaxNonAmbientLights] = {null ptr}; | |
| 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; |
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| 493 , fHeapAllocated(heapAllocated) { | 497 , fHeapAllocated(heapAllocated) { |
| 494 bool isOpaque = shader.isOpaque(); | 498 bool isOpaque = shader.isOpaque(); |
| 495 | 499 |
| 496 // update fFlags | 500 // update fFlags |
| 497 uint32_t flags = 0; | 501 uint32_t flags = 0; |
| 498 if (isOpaque && (255 == this->getPaintAlpha())) { | 502 if (isOpaque && (255 == this->getPaintAlpha())) { |
| 499 flags |= kOpaqueAlpha_Flag; | 503 flags |= kOpaqueAlpha_Flag; |
| 500 } | 504 } |
| 501 | 505 |
| 502 fFlags = flags; | 506 fFlags = flags; |
| 507 | |
| 508 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader); | |
| 509 | |
| 510 fNonAmbLightCnt = 0; | |
| 511 | |
|
robertphillips
2016/08/24 14:48:53
Since you're densely packing the pixmaps, let's ad
vjiaoblack
2016/08/29 15:45:48
Done.
| |
| 512 for (int i = 0; i < lightShader.fLights->numLights(); i++) { | |
| 513 if (lightShader.fLights->light(i).type() == SkLights::Light::kDirectiona l_LightType) { | |
| 514 fShadowMapPixels[fNonAmbLightCnt] = new SkPixmap(); | |
| 515 if (!lightShader.fLights->light(i).getShadowMap()-> | |
| 516 peekPixels(fShadowMapPixels[fNonAmbLightCnt])) { | |
|
robertphillips
2016/08/24 14:48:53
this assignment doesn't seem so good ...
vjiaoblack
2016/08/29 15:45:48
Done.
| |
| 517 fShadowMapPixels[fNonAmbLightCnt] = nullptr; | |
| 518 } | |
| 519 fNonAmbLightCnt++; | |
| 520 } | |
| 521 } | |
| 503 } | 522 } |
| 504 | 523 |
| 505 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() { | 524 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() { |
| 506 // The dependencies have been created outside of the context on memory that was allocated by | 525 // The dependencies have been created outside of the context on memory that was allocated by |
| 507 // the onCreateContext() method. Call the destructors and free the memory. | 526 // the onCreateContext() method. Call the destructors and free the memory. |
| 508 fPovDepthContext->~Context(); | 527 fPovDepthContext->~Context(); |
| 509 fDiffuseContext->~Context(); | 528 fDiffuseContext->~Context(); |
| 510 | 529 |
| 511 sk_free(fHeapAllocated); | 530 sk_free(fHeapAllocated); |
| 531 | |
| 532 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | |
| 533 if (fShadowMapPixels[i]) { | |
| 534 delete fShadowMapPixels[i]; | |
| 535 } | |
| 536 } | |
| 512 } | 537 } |
| 513 | 538 |
| 514 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | 539 static inline SkPMColor convert(SkColor3f color, U8CPU a) { |
| 515 if (color.fX <= 0.0f) { | 540 if (color.fX <= 0.0f) { |
| 516 color.fX = 0.0f; | 541 color.fX = 0.0f; |
| 517 } else if (color.fX >= 255.0f) { | 542 } else if (color.fX >= 255.0f) { |
| 518 color.fX = 255.0f; | 543 color.fX = 255.0f; |
| 519 } | 544 } |
| 520 | 545 |
| 521 if (color.fY <= 0.0f) { | 546 if (color.fY <= 0.0f) { |
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| 534 } | 559 } |
| 535 | 560 |
| 536 // larger is better (fewer times we have to loop), but we shouldn't | 561 // larger is better (fewer times we have to loop), but we shouldn't |
| 537 // take up too much stack-space (each one here costs 16 bytes) | 562 // take up too much stack-space (each one here costs 16 bytes) |
| 538 #define BUFFER_MAX 16 | 563 #define BUFFER_MAX 16 |
| 539 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, | 564 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, |
| 540 SkPMColor result[], int count) { | 565 SkPMColor result[], int count) { |
| 541 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader); | 566 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader); |
| 542 | 567 |
| 543 SkPMColor diffuse[BUFFER_MAX]; | 568 SkPMColor diffuse[BUFFER_MAX]; |
| 569 SkPMColor povDepth[BUFFER_MAX]; | |
| 544 | 570 |
| 545 do { | 571 do { |
| 546 int n = SkTMin(count, BUFFER_MAX); | 572 int n = SkTMin(count, BUFFER_MAX); |
| 547 | 573 |
| 548 fPovDepthContext->shadeSpan(x, y, diffuse, n); | |
| 549 fDiffuseContext->shadeSpan(x, y, diffuse, n); | 574 fDiffuseContext->shadeSpan(x, y, diffuse, n); |
| 575 fPovDepthContext->shadeSpan(x, y, povDepth, n); | |
| 550 | 576 |
| 551 for (int i = 0; i < n; ++i) { | 577 for (int i = 0; i < n; ++i) { |
| 578 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | |
| 579 SkColor povDepthColor = povDepth[i]; | |
| 552 | 580 |
| 553 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | 581 SkColor3f totalColor = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
| 582 SkColor3f totalLight = SkColor3f::Make(0.0f, 0.0f, 0.0f); | |
| 583 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | |
| 554 | 584 |
| 555 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 585 fNonAmbLightCnt = 0; |
| 556 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | |
| 557 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 586 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
| 558 const SkLights::Light& light = lightShader.fLights->light(l); | 587 const SkLights::Light& light = lightShader.fLights->light(l); |
| 559 | 588 |
| 560 if (SkLights::Light::kAmbient_LightType == light.type()) { | 589 if (light.type() == SkLights::Light::kDirectional_LightType) { |
| 561 accum.fX += light.color().fX * SkColorGetR(diffColor); | 590 int xOffset = SkScalarRoundToInt(light.dir().fX * |
| 562 accum.fY += light.color().fY * SkColorGetG(diffColor); | 591 SkIntToScalar(SkColorGetB(p ovDepthColor))); |
| 563 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 592 int yOffset = SkScalarRoundToInt(light.dir().fY * |
| 564 } else { | 593 SkIntToScalar(SkColorGetB(p ovDepthColor))); |
| 565 // scaling by fZ accounts for lighting direction | 594 |
| 566 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor); | 595 int shX = (x + i + xOffset); |
| 567 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor); | 596 int shY = (y + yOffset); |
| 568 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor); | 597 |
| 598 shX = SkClampPos(shX); | |
| 599 shY = SkClampPos(shY); | |
| 600 | |
| 601 shX = SkClampMax(shX, light.getShadowMap()->width() - 1); | |
| 602 shY = SkClampMax(shY, light.getShadowMap()->height() - 1); | |
| 603 | |
| 604 int shDepth = 0; | |
| 605 int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel | |
| 606 | |
| 607 if (fShadowMapPixels[fNonAmbLightCnt]) { | |
| 608 uint32_t pix = *fShadowMapPixels[fNonAmbLightCnt]->addr3 2(shX, shY); | |
| 609 SkColor shColor(pix); | |
| 610 | |
| 611 shDepth += SkColorGetB(shColor); | |
| 612 } else { | |
| 613 // TODO: handle not being able to read shadow map pixels | |
| 614 } | |
| 615 | |
| 616 if (pvDepth >= shDepth) { | |
| 617 // assume object normals are pointing straight up | |
| 618 totalLight.fX += light.dir().fZ * light.color().fX; | |
| 619 totalLight.fY += light.dir().fZ * light.color().fY; | |
| 620 totalLight.fZ += light.dir().fZ * light.color().fZ; | |
| 621 } | |
| 622 fNonAmbLightCnt++; | |
| 623 } else if (light.type() == SkLights::Light::kAmbient_LightType) { | |
| 624 totalLight += light.color(); | |
| 569 } | 625 } |
| 570 } | 626 } |
| 571 | 627 |
| 572 result[i] = convert(accum, SkColorGetA(diffColor)); | 628 totalColor.fX += SkColorGetR(diffColor) * totalLight.fX; |
| 629 totalColor.fY += SkColorGetG(diffColor) * totalLight.fY; | |
| 630 totalColor.fZ += SkColorGetB(diffColor) * totalLight.fZ; | |
| 631 | |
| 632 result[i] = convert(totalColor, SkColorGetA(diffColor)); | |
| 573 } | 633 } |
| 574 | 634 |
| 575 result += n; | 635 result += n; |
| 576 x += n; | 636 x += n; |
| 577 count -= n; | 637 count -= n; |
| 578 } while (count > 0); | 638 } while (count > 0); |
| 579 } | 639 } |
| 580 | 640 |
| 581 //////////////////////////////////////////////////////////////////////////// | 641 //////////////////////////////////////////////////////////////////////////// |
| 582 | 642 |
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| 717 | 777 |
| 718 /////////////////////////////////////////////////////////////////////////////// | 778 /////////////////////////////////////////////////////////////////////////////// |
| 719 | 779 |
| 720 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 780 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| 721 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 781 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| 722 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 782 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 723 | 783 |
| 724 /////////////////////////////////////////////////////////////////////////////// | 784 /////////////////////////////////////////////////////////////////////////////// |
| 725 | 785 |
| 726 #endif | 786 #endif |
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