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

Issue 2248493002: raster shadows (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: allocated pixmaps with new[] Created 4 years, 3 months ago
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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 #include "SkCanvas.h" 8 #include "SkCanvas.h"
9 #include "SkReadBuffer.h" 9 #include "SkReadBuffer.h"
10 #include "SkShadowShader.h" 10 #include "SkShadowShader.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;
robertphillips 2016/08/29 18:03:40 This should be SkPixmap*
vjiaoblack 2016/08/29 18:22:07 Done.
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;
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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
robertphillips 2016/08/29 18:03:39 fShadowMapPixels = new SkPixmap[fNonAmbLightCnt];
vjiaoblack 2016/08/29 18:22:07 Done.
652 fShadowMapPixels = new SkPixmap*[SkShadowShader::kMaxNonAmbientLights];
653
654 fNonAmbLightCnt = lightShader.fLights->numLights();
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()->
robertphillips 2016/08/29 18:03:39 shouldn't fNonAmbLightCnt be i here ?
vjiaoblack 2016/08/29 18:22:07 Done.
658 peekPixels(fShadowMapPixels[fNonAmbLightCnt]);
659 }
robertphillips 2016/08/29 18:03:39 else { fShadowMapPixels[i].reset(); } - this i
vjiaoblack 2016/08/29 18:22:07 Yeah, because the uninitialized ones just will be
660 }
645 } 661 }
646 662
647 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() { 663 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() {
648 // The dependencies have been created outside of the context on memory that was allocated by 664 // 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. 665 // the onCreateContext() method. Call the destructors and free the memory.
650 fPovDepthContext->~Context(); 666 fPovDepthContext->~Context();
651 fDiffuseContext->~Context(); 667 fDiffuseContext->~Context();
652 668
653 sk_free(fHeapAllocated); 669 sk_free(fHeapAllocated);
670
robertphillips 2016/08/29 18:03:39 This can then become "delete [] fShadowMapPixels;"
vjiaoblack 2016/08/29 18:22:07 Done.
671 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
672 if (fShadowMapPixels[i] && fShadowMapPixels[i]->height() > 0) {
673 delete fShadowMapPixels[i];
674 }
675 }
robertphillips 2016/08/29 18:03:39 as is, you're leaking fShadowMapPixels itself here
vjiaoblack 2016/08/29 18:22:07 Done.
654 } 676 }
655 677
656 static inline SkPMColor convert(SkColor3f color, U8CPU a) { 678 static inline SkPMColor convert(SkColor3f color, U8CPU a) {
657 if (color.fX <= 0.0f) { 679 if (color.fX <= 0.0f) {
658 color.fX = 0.0f; 680 color.fX = 0.0f;
659 } else if (color.fX >= 255.0f) { 681 } else if (color.fX >= 255.0f) {
660 color.fX = 255.0f; 682 color.fX = 255.0f;
661 } 683 }
662 684
663 if (color.fY <= 0.0f) { 685 if (color.fY <= 0.0f) {
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676 } 698 }
677 699
678 // larger is better (fewer times we have to loop), but we shouldn't 700 // 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) 701 // take up too much stack-space (each one here costs 16 bytes)
680 #define BUFFER_MAX 16 702 #define BUFFER_MAX 16
681 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, 703 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
682 SkPMColor result[], int count) { 704 SkPMColor result[], int count) {
683 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader); 705 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader);
684 706
685 SkPMColor diffuse[BUFFER_MAX]; 707 SkPMColor diffuse[BUFFER_MAX];
708 SkPMColor povDepth[BUFFER_MAX];
686 709
687 do { 710 do {
688 int n = SkTMin(count, BUFFER_MAX); 711 int n = SkTMin(count, BUFFER_MAX);
689 712
690 fPovDepthContext->shadeSpan(x, y, diffuse, n);
691 fDiffuseContext->shadeSpan(x, y, diffuse, n); 713 fDiffuseContext->shadeSpan(x, y, diffuse, n);
714 fPovDepthContext->shadeSpan(x, y, povDepth, n);
692 715
693 for (int i = 0; i < n; ++i) { 716 for (int i = 0; i < n; ++i) {
717 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
718 SkColor povDepthColor = povDepth[i];
694 719
695 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); 720 SkColor3f totalColor = SkColor3f::Make(0.0f, 0.0f, 0.0f);
696 721 SkColor3f totalLight = lightShader.fLights->ambientLightColor();
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) 722 // This is all done in linear unpremul color space (each component 0 ..255.0f though)
699 723
robertphillips 2016/08/29 18:03:40 Do you intend to be changing fNonAmbLightCnt in th
vjiaoblack 2016/08/29 18:22:07 nope, good catch. Thanks.
700 accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGet R(diffColor); 724 fNonAmbLightCnt = 0;
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) { 725 for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
705 const SkLights::Light& light = lightShader.fLights->light(l); 726 const SkLights::Light& light = lightShader.fLights->light(l);
706 727
707 if (SkLights::Light::kDirectional_LightType == light.type()) { 728 if (light.type() == SkLights::Light::kDirectional_LightType) {
708 // scaling by fZ accounts for lighting direction 729 int xOffset = SkScalarRoundToInt(light.dir().fX *
709 accum.fX += light.color().makeScale(light.dir().fZ).fX * 730 SkIntToScalar(SkColorGetB(p ovDepthColor)));
710 SkColorGetR(diffColor); 731 int yOffset = SkScalarRoundToInt(light.dir().fY *
711 accum.fY += light.color().makeScale(light.dir().fZ).fY * 732 SkIntToScalar(SkColorGetB(p ovDepthColor)));
712 SkColorGetG(diffColor); 733
713 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * 734 int shX = (x + i + xOffset);
714 SkColorGetB(diffColor); 735 int shY = (y + yOffset);
736
737 shX = SkClampPos(shX);
738 shY = SkClampPos(shY);
739
740 shX = SkClampMax(shX, light.getShadowMap()->width() - 1);
741 shY = SkClampMax(shY, light.getShadowMap()->height() - 1);
742
743 int shDepth = 0;
744 int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel
745
746 if (fShadowMapPixels[fNonAmbLightCnt] &&
747 fShadowMapPixels[fNonAmbLightCnt]->height() > 0) {
748 uint32_t pix = *fShadowMapPixels[fNonAmbLightCnt]->addr3 2(shX, shY);
749 SkColor shColor(pix);
750
751 shDepth += SkColorGetB(shColor);
752 } else {
753 // TODO: handle not being able to read shadow map pixels
754 }
755
756 if (pvDepth >= shDepth) {
757 // assume object normals are pointing straight up
758 totalLight.fX += light.dir().fZ * light.color().fX;
759 totalLight.fY += light.dir().fZ * light.color().fY;
760 totalLight.fZ += light.dir().fZ * light.color().fZ;
761 }
762 fNonAmbLightCnt++;
715 } else { 763 } else {
716 accum.fX += light.color().fX * SkColorGetR(diffColor); 764 totalLight += light.color();
717 accum.fY += light.color().fY * SkColorGetG(diffColor);
718 accum.fZ += light.color().fZ * SkColorGetB(diffColor);
719 } 765 }
720
721 } 766 }
722 767
723 result[i] = convert(accum, SkColorGetA(diffColor)); 768 totalColor.fX += SkColorGetR(diffColor) * totalLight.fX;
769 totalColor.fY += SkColorGetG(diffColor) * totalLight.fY;
770 totalColor.fZ += SkColorGetB(diffColor) * totalLight.fZ;
771
772 result[i] = convert(totalColor, SkColorGetA(diffColor));
724 } 773 }
725 774
726 result += n; 775 result += n;
727 x += n; 776 x += n;
728 count -= n; 777 count -= n;
729 } while (count > 0); 778 } while (count > 0);
730 } 779 }
731 780
732 //////////////////////////////////////////////////////////////////////////// 781 ////////////////////////////////////////////////////////////////////////////
733 782
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836 885
837 /////////////////////////////////////////////////////////////////////////////// 886 ///////////////////////////////////////////////////////////////////////////////
838 887
839 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 888 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
840 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 889 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
841 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 890 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
842 891
843 /////////////////////////////////////////////////////////////////////////////// 892 ///////////////////////////////////////////////////////////////////////////////
844 893
845 #endif 894 #endif
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