Chromium Code Reviews| OLD | NEW |
|---|---|
| 1 /* | 1 /* |
| 2 * Copyright 2008 The Android Open Source Project | 2 * Copyright 2008 The Android Open Source Project |
| 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 "SkBitmapDevice.h" | 8 #include "SkBitmapDevice.h" |
| 9 #include "SkCanvas.h" | 9 #include "SkCanvas.h" |
| 10 #include "SkCanvasPriv.h" | 10 #include "SkCanvasPriv.h" |
| 11 #include "SkClipStack.h" | 11 #include "SkClipStack.h" |
| 12 #include "SkColorFilter.h" | 12 #include "SkColorFilter.h" |
| 13 #include "SkDraw.h" | 13 #include "SkDraw.h" |
| 14 #include "SkDrawable.h" | 14 #include "SkDrawable.h" |
| 15 #include "SkDrawFilter.h" | 15 #include "SkDrawFilter.h" |
| 16 #include "SkDrawLooper.h" | 16 #include "SkDrawLooper.h" |
| 17 #include "SkErrorInternals.h" | 17 #include "SkErrorInternals.h" |
| 18 #include "SkImage.h" | 18 #include "SkImage.h" |
| 19 #include "SkImage_Base.h" | 19 #include "SkImage_Base.h" |
| 20 #include "SkImageFilter.h" | 20 #include "SkImageFilter.h" |
| 21 #include "SkImageFilterCache.h" | 21 #include "SkImageFilterCache.h" |
| 22 #include "SkLatticeIter.h" | 22 #include "SkLatticeIter.h" |
| 23 #include "SkMatrixUtils.h" | 23 #include "SkMatrixUtils.h" |
| 24 #include "SkMetaData.h" | 24 #include "SkMetaData.h" |
| 25 #include "SkNx.h" | 25 #include "SkNx.h" |
| 26 #include "SkPaintPriv.h" | 26 #include "SkPaintPriv.h" |
| 27 #include "SkPatchUtils.h" | 27 #include "SkPatchUtils.h" |
| 28 #include "SkPicture.h" | 28 #include "SkPicture.h" |
| 29 #include "SkRadialShadowMapShader.h" | |
| 29 #include "SkRasterClip.h" | 30 #include "SkRasterClip.h" |
| 30 #include "SkReadPixelsRec.h" | 31 #include "SkReadPixelsRec.h" |
| 31 #include "SkRRect.h" | 32 #include "SkRRect.h" |
| 32 #include "SkShadowPaintFilterCanvas.h" | 33 #include "SkShadowPaintFilterCanvas.h" |
| 33 #include "SkShadowShader.h" | 34 #include "SkShadowShader.h" |
| 34 #include "SkSmallAllocator.h" | 35 #include "SkSmallAllocator.h" |
| 35 #include "SkSpecialImage.h" | 36 #include "SkSpecialImage.h" |
| 36 #include "SkSurface_Base.h" | 37 #include "SkSurface_Base.h" |
| 37 #include "SkTextBlob.h" | 38 #include "SkTextBlob.h" |
| 38 #include "SkTextFormatParams.h" | 39 #include "SkTextFormatParams.h" |
| (...skipping 3193 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 3232 if (this->quickReject(bounds)) { | 3233 if (this->quickReject(bounds)) { |
| 3233 return; | 3234 return; |
| 3234 } | 3235 } |
| 3235 } | 3236 } |
| 3236 | 3237 |
| 3237 SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect()); | 3238 SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect()); |
| 3238 | 3239 |
| 3239 sk_sp<SkImage> povDepthMap; | 3240 sk_sp<SkImage> povDepthMap; |
| 3240 sk_sp<SkImage> diffuseMap; | 3241 sk_sp<SkImage> diffuseMap; |
| 3241 | 3242 |
| 3242 // TODO: pass the depth to the shader in vertices, or uniforms | |
| 3243 // so we don't have to render depth and color separately | |
| 3244 for (int i = 0; i < fLights->numLights(); ++i) { | |
| 3245 // skip over ambient lights; they don't cast shadows | |
| 3246 // lights that have shadow maps do not need updating (because lights are immutable) | |
| 3247 | |
| 3248 if (fLights->light(i).getShadowMap() != nullptr) { | |
| 3249 continue; | |
| 3250 } | |
| 3251 | |
| 3252 // TODO: compute the correct size of the depth map from the light proper ties | |
| 3253 // TODO: maybe add a kDepth_8_SkColorType | |
| 3254 // TODO: find actual max depth of picture | |
| 3255 SkISize shMapSize = SkShadowPaintFilterCanvas::ComputeDepthMapSize( | |
| 3256 fLights->light(i), 255, | |
| 3257 picture->cullRect().width(), | |
| 3258 picture->cullRect().height()); | |
| 3259 | |
| 3260 SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight , | |
| 3261 kBGRA_8888_SkColorType, | |
| 3262 kOpaque_SkAlphaType); | |
| 3263 | |
| 3264 // Create a new surface (that matches the backend of canvas) | |
| 3265 // for each shadow map | |
| 3266 sk_sp<SkSurface> surf(this->makeSurface(info)); | |
| 3267 | |
| 3268 // Wrap another SPFCanvas around the surface | |
| 3269 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas = | |
| 3270 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas()); | |
| 3271 depthMapCanvas->setShadowParams(params); | |
| 3272 | |
| 3273 // set the depth map canvas to have the light we're drawing. | |
| 3274 SkLights::Builder builder; | |
| 3275 builder.add(fLights->light(i)); | |
| 3276 sk_sp<SkLights> curLight = builder.finish(); | |
| 3277 depthMapCanvas->setLights(std::move(curLight)); | |
| 3278 | |
| 3279 depthMapCanvas->drawPicture(picture); | |
| 3280 sk_sp<SkImage> depthMap = surf->makeImageSnapshot(); | |
| 3281 | |
| 3282 if (params.fType == SkShadowParams::kNoBlur_ShadowType) { | |
| 3283 fLights->light(i).setShadowMap(std::move(depthMap)); | |
| 3284 } else if (params.fType == SkShadowParams::kVariance_ShadowType) { | |
| 3285 // we blur the variance map | |
| 3286 SkPaint blurPaint; | |
| 3287 blurPaint.setImageFilter(SkImageFilter::MakeBlur(params.fShadowRadiu s, | |
| 3288 params.fShadowRadiu s, nullptr)); | |
| 3289 | |
| 3290 SkImageInfo blurInfo = SkImageInfo::Make(shMapSize.fWidth, shMapSize .fHeight, | |
| 3291 kBGRA_8888_SkColorType, | |
| 3292 kOpaque_SkAlphaType); | |
| 3293 | |
| 3294 sk_sp<SkSurface> blurSurf(this->makeSurface(blurInfo)); | |
| 3295 | |
| 3296 blurSurf->getCanvas()->drawImage(std::move(depthMap), 0, 0, &blurPai nt); | |
| 3297 | |
| 3298 fLights->light(i).setShadowMap(blurSurf->makeImageSnapshot()); | |
| 3299 } | |
| 3300 } | |
| 3301 | |
| 3302 // povDepthMap | 3243 // povDepthMap |
| 3303 { | 3244 { |
| 3304 SkLights::Builder builder; | 3245 SkLights::Builder builder; |
| 3305 builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f), | 3246 builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f), |
| 3306 SkVector3::Make(0.0f, 0.0f, 1.0f))); | 3247 SkVector3::Make(0.0f, 0.0f, 1.0f))); |
| 3307 sk_sp<SkLights> povLight = builder.finish(); | 3248 sk_sp<SkLights> povLight = builder.finish(); |
| 3308 | 3249 |
| 3309 SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(), | 3250 SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(), |
| 3310 picture->cullRect().height(), | 3251 picture->cullRect().height(), |
| 3311 kBGRA_8888_SkColorType, | 3252 kBGRA_8888_SkColorType, |
| (...skipping 19 matching lines...) Expand all Loading... | |
| 3331 SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(), | 3272 SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(), |
| 3332 picture->cullRect().height(), | 3273 picture->cullRect().height(), |
| 3333 kBGRA_8888_SkColorType, | 3274 kBGRA_8888_SkColorType, |
| 3334 kOpaque_SkAlphaType); | 3275 kOpaque_SkAlphaType); |
| 3335 | 3276 |
| 3336 sk_sp<SkSurface> surf(this->makeSurface(info)); | 3277 sk_sp<SkSurface> surf(this->makeSurface(info)); |
| 3337 surf->getCanvas()->drawPicture(picture); | 3278 surf->getCanvas()->drawPicture(picture); |
| 3338 | 3279 |
| 3339 diffuseMap = surf->makeImageSnapshot(); | 3280 diffuseMap = surf->makeImageSnapshot(); |
| 3340 } | 3281 } |
| 3341 SkPaint shadowPaint; | |
| 3342 | 3282 |
| 3343 sk_sp<SkShader> povDepthShader = povDepthMap->makeShader(SkShader::kClamp_Ti leMode, | 3283 sk_sp<SkShader> povDepthShader = povDepthMap->makeShader(SkShader::kClamp_Ti leMode, |
| 3344 SkShader::kClamp_Ti leMode); | 3284 SkShader::kClamp_Ti leMode); |
| 3345 sk_sp<SkShader> diffuseShader = diffuseMap->makeShader(SkShader::kClamp_Tile Mode, | 3285 sk_sp<SkShader> diffuseShader = diffuseMap->makeShader(SkShader::kClamp_Tile Mode, |
| 3346 SkShader::kClamp_Tile Mode); | 3286 SkShader::kClamp_Tile Mode); |
| 3287 | |
| 3288 // TODO: pass the depth to the shader in vertices, or uniforms | |
| 3289 // so we don't have to render depth and color separately | |
| 3290 for (int i = 0; i < fLights->numLights(); ++i) { | |
| 3291 // skip over ambient lights; they don't cast shadows | |
| 3292 // lights that have shadow maps do not need updating (because lights are immutable) | |
| 3293 sk_sp<SkImage> depthMap; | |
| 3294 SkISize shMapSize; | |
| 3295 | |
| 3296 if (fLights->light(i).getShadowMap() != nullptr) { | |
| 3297 continue; | |
| 3298 } | |
| 3299 | |
| 3300 if (fLights->light(i).isRadial()) { | |
| 3301 shMapSize.fHeight = 1; | |
| 3302 shMapSize.fWidth = (int) picture->cullRect().width(); | |
| 3303 | |
| 3304 SkImageInfo info = SkImageInfo::Make(diffuseMap->width(), 1, | |
| 3305 kBGRA_8888_SkColorType, | |
| 3306 kOpaque_SkAlphaType); | |
| 3307 | |
| 3308 // Create new surface (that matches the backend of canvas) | |
| 3309 // for each shadow map | |
| 3310 sk_sp<SkSurface> surf(this->makeSurface(info)); | |
| 3311 | |
| 3312 // Wrap another SPFCanvas around the surface | |
| 3313 SkCanvas* depthMapCanvas = surf->getCanvas(); | |
| 3314 | |
| 3315 sk_sp<SkShader> shadowMapShader; | |
| 3316 shadowMapShader = SkRadialShadowMapShader::Make( | |
| 3317 povDepthShader, fLights, | |
|
jvanverth1
2016/09/08 19:57:27
Shouldn't this be just the current light instead o
vjiaoblack
2016/09/08 20:25:08
Done.
| |
| 3318 (int) picture->cullRect().width(), | |
| 3319 (int) picture->cullRect().height()); | |
| 3320 | |
| 3321 SkPaint shadowMapPaint; | |
| 3322 shadowMapPaint.setShader(std::move(shadowMapShader)); | |
| 3323 | |
| 3324 depthMapCanvas->setLights(fLights); | |
|
jvanverth1
2016/09/08 19:57:27
Same here: just the current light?
vjiaoblack
2016/09/08 20:25:08
Done.
| |
| 3325 | |
| 3326 depthMapCanvas->drawRect(SkRect::MakeIWH(diffuseMap->width(), | |
| 3327 diffuseMap->height()), | |
| 3328 shadowMapPaint); | |
| 3329 | |
| 3330 depthMap = surf->makeImageSnapshot(); | |
| 3331 | |
| 3332 } else { | |
| 3333 // TODO: compute the correct size of the depth map from the light pr operties | |
| 3334 // TODO: maybe add a kDepth_8_SkColorType | |
| 3335 // TODO: find actual max depth of picture | |
| 3336 shMapSize = SkShadowPaintFilterCanvas::ComputeDepthMapSize( | |
| 3337 fLights->light(i), 255, | |
| 3338 (int) picture->cullRect().width(), | |
| 3339 (int) picture->cullRect().height()); | |
| 3340 | |
| 3341 SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHe ight, | |
| 3342 kBGRA_8888_SkColorType, | |
| 3343 kOpaque_SkAlphaType); | |
| 3344 | |
| 3345 // Create a new surface (that matches the backend of canvas) | |
| 3346 // for each shadow map | |
| 3347 sk_sp<SkSurface> surf(this->makeSurface(info)); | |
| 3348 | |
| 3349 // Wrap another SPFCanvas around the surface | |
| 3350 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas = | |
| 3351 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas()); | |
| 3352 depthMapCanvas->setShadowParams(params); | |
| 3353 | |
| 3354 // set the depth map canvas to have the light we're drawing. | |
| 3355 SkLights::Builder builder; | |
| 3356 builder.add(fLights->light(i)); | |
| 3357 sk_sp<SkLights> curLight = builder.finish(); | |
| 3358 depthMapCanvas->setLights(std::move(curLight)); | |
| 3359 | |
| 3360 depthMapCanvas->drawPicture(picture); | |
| 3361 depthMap = surf->makeImageSnapshot(); | |
| 3362 } | |
| 3363 | |
| 3364 if (params.fType == SkShadowParams::kNoBlur_ShadowType) { | |
| 3365 fLights->light(i).setShadowMap(std::move(depthMap)); | |
| 3366 } else if (params.fType == SkShadowParams::kVariance_ShadowType) { | |
| 3367 // we blur the variance map | |
| 3368 SkPaint blurPaint; | |
| 3369 blurPaint.setImageFilter(SkImageFilter::MakeBlur(params.fShadowRadiu s, | |
| 3370 params.fShadowRadiu s, nullptr)); | |
| 3371 | |
| 3372 SkImageInfo blurInfo = SkImageInfo::Make(shMapSize.fWidth, shMapSize .fHeight, | |
| 3373 kBGRA_8888_SkColorType, | |
| 3374 kOpaque_SkAlphaType); | |
| 3375 | |
| 3376 sk_sp<SkSurface> blurSurf(this->makeSurface(blurInfo)); | |
| 3377 | |
| 3378 blurSurf->getCanvas()->drawImage(std::move(depthMap), 0, 0, &blurPai nt); | |
| 3379 | |
| 3380 fLights->light(i).setShadowMap(blurSurf->makeImageSnapshot()); | |
| 3381 } | |
| 3382 } | |
| 3383 | |
| 3384 SkPaint shadowPaint; | |
| 3347 sk_sp<SkShader> shadowShader = SkShadowShader::Make(std::move(povDepthShader ), | 3385 sk_sp<SkShader> shadowShader = SkShadowShader::Make(std::move(povDepthShader ), |
| 3348 std::move(diffuseShader) , | 3386 std::move(diffuseShader) , |
| 3349 std::move(fLights), | 3387 fLights, |
| 3350 diffuseMap->width(), | 3388 diffuseMap->width(), |
| 3351 diffuseMap->height(), | 3389 diffuseMap->height(), |
| 3352 params); | 3390 params); |
| 3353 | 3391 |
| 3354 shadowPaint.setShader(shadowShader); | 3392 shadowPaint.setShader(shadowShader); |
| 3355 | 3393 |
| 3356 this->drawRect(SkRect::MakeIWH(diffuseMap->width(), diffuseMap->height()), s hadowPaint); | 3394 this->drawRect(SkRect::MakeIWH(diffuseMap->width(), diffuseMap->height()), s hadowPaint); |
| 3357 } | 3395 } |
| 3358 #endif | 3396 #endif |
| 3359 | 3397 |
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| 3460 | 3498 |
| 3461 SkAutoCanvasMatrixPaint::~SkAutoCanvasMatrixPaint() { | 3499 SkAutoCanvasMatrixPaint::~SkAutoCanvasMatrixPaint() { |
| 3462 fCanvas->restoreToCount(fSaveCount); | 3500 fCanvas->restoreToCount(fSaveCount); |
| 3463 } | 3501 } |
| 3464 | 3502 |
| 3465 #ifdef SK_SUPPORT_LEGACY_NEW_SURFACE_API | 3503 #ifdef SK_SUPPORT_LEGACY_NEW_SURFACE_API |
| 3466 SkSurface* SkCanvas::newSurface(const SkImageInfo& info, const SkSurfaceProps* p rops) { | 3504 SkSurface* SkCanvas::newSurface(const SkImageInfo& info, const SkSurfaceProps* p rops) { |
| 3467 return this->makeSurface(info, props).release(); | 3505 return this->makeSurface(info, props).release(); |
| 3468 } | 3506 } |
| 3469 #endif | 3507 #endif |
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