| /* |
| * Copyright 2016 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| |
| #include "SkLights.h" |
| #include "SkReadBuffer.h" |
| #include "SkShadowShader.h" |
| #include "SkPoint3.h" |
| |
| //////////////////////////////////////////////////////////////////////////// |
| #ifdef SK_EXPERIMENTAL_SHADOWING |
| |
| |
| /** \class SkShadowShaderImpl |
| This subclass of shader applies shadowing |
| */ |
| class SkShadowShaderImpl : public SkShader { |
| public: |
| /** Create a new shadowing shader that shadows |
| @param to do to do |
| */ |
| SkShadowShaderImpl(sk_sp<SkShader> povDepthShader, |
| sk_sp<SkShader> diffuseShader, |
| sk_sp<SkLights> lights, |
| int diffuseWidth, int diffuseHeight) |
| : fPovDepthShader(std::move(povDepthShader)) |
| , fDiffuseShader(std::move(diffuseShader)) |
| , fLights(std::move(lights)) |
| , fDiffuseWidth(diffuseWidth) |
| , fDiffuseHeight(diffuseHeight) { } |
| |
| bool isOpaque() const override; |
| |
| #if SK_SUPPORT_GPU |
| sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override; |
| #endif |
| |
| class ShadowShaderContext : public SkShader::Context { |
| public: |
| // The context takes ownership of the states. It will call their destructors |
| // but will NOT free the memory. |
| ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&, |
| SkShader::Context* povDepthContext, |
| SkShader::Context* diffuseContext, |
| void* heapAllocated); |
| |
| ~ShadowShaderContext() override; |
| |
| void shadeSpan(int x, int y, SkPMColor[], int count) override; |
| |
| uint32_t getFlags() const override { return fFlags; } |
| |
| private: |
| SkShader::Context* fPovDepthContext; |
| SkShader::Context* fDiffuseContext; |
| uint32_t fFlags; |
| |
| void* fHeapAllocated; |
| |
| typedef SkShader::Context INHERITED; |
| }; |
| |
| SK_TO_STRING_OVERRIDE() |
| SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl) |
| |
| protected: |
| void flatten(SkWriteBuffer&) const override; |
| size_t onContextSize(const ContextRec&) const override; |
| Context* onCreateContext(const ContextRec&, void*) const override; |
| |
| private: |
| sk_sp<SkShader> fPovDepthShader; |
| sk_sp<SkShader> fDiffuseShader; |
| sk_sp<SkLights> fLights; |
| |
| int fDiffuseWidth; |
| int fDiffuseHeight; |
| |
| friend class SkShadowShader; |
| |
| typedef SkShader INHERITED; |
| }; |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| #if SK_SUPPORT_GPU |
| |
| #include "GrCoordTransform.h" |
| #include "GrFragmentProcessor.h" |
| #include "GrInvariantOutput.h" |
| #include "glsl/GrGLSLFragmentProcessor.h" |
| #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "SkGr.h" |
| #include "SkGrPriv.h" |
| #include "SkSpecialImage.h" |
| #include "SkImage_Base.h" |
| #include "GrContext.h" |
| |
| class ShadowFP : public GrFragmentProcessor { |
| public: |
| ShadowFP(sk_sp<GrFragmentProcessor> povDepth, |
| sk_sp<GrFragmentProcessor> diffuse, |
| sk_sp<SkLights> lights, |
| int diffuseWidth, int diffuseHeight, |
| GrContext* context) { |
| |
| // fuse all ambient lights into a single one |
| fAmbientColor.set(0.0f, 0.0f, 0.0f); |
| |
| fNumDirLights = 0; // refers to directional lights. |
| for (int i = 0; i < lights->numLights(); ++i) { |
| if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { |
| fAmbientColor += lights->light(i).color(); |
| } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { |
| fLightColor[fNumDirLights] = lights->light(i).color(); |
| fLightDir[fNumDirLights] = lights->light(i).dir(); |
| SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap()); |
| |
| // gets deleted when the ShadowFP is destroyed, and frees the GrTexture* |
| fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context, |
| GrTextureParams::ClampNoFilter(), |
| SkSourceGammaTreatment::kIgnore)); |
| fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get()); |
| this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); |
| |
| fDepthMapHeight[fNumDirLights] = shadowMap->height(); |
| fDepthMapWidth[fNumDirLights] = shadowMap->width(); |
| |
| fNumDirLights++; |
| } |
| } |
| |
| fWidth = diffuseWidth; |
| fHeight = diffuseHeight; |
| |
| this->registerChildProcessor(std::move(povDepth)); |
| this->registerChildProcessor(std::move(diffuse)); |
| this->initClassID<ShadowFP>(); |
| } |
| |
| class GLSLShadowFP : public GrGLSLFragmentProcessor { |
| public: |
| GLSLShadowFP() { } |
| |
| void emitCode(EmitArgs& args) override { |
| |
| GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| |
| // add uniforms |
| int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; |
| SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); |
| |
| const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
| const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
| |
| const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights] |
| = {nullptr}; |
| const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights] |
| = {nullptr}; |
| |
| SkString lightDirUniNameBase("lightDir"); |
| SkString lightColorUniNameBase("lightColor"); |
| |
| SkString depthMapWidthUniNameBase("dmapWidth"); |
| SkString depthMapHeightUniNameBase("dmapHeight"); |
| |
| for (int i = 0; i < numLights; i++) { |
| SkString lightDirUniNameStr(lightDirUniNameBase); |
| lightDirUniNameStr.appendf("%d", i); |
| SkString lightColorUniNameStr(lightColorUniNameBase); |
| lightColorUniNameStr.appendf("%d", i); |
| |
| SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase); |
| depthMapWidthUniNameStr.appendf("%d", i); |
| SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase); |
| depthMapHeightUniNameStr.appendf("%d", i); |
| |
| fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kVec3f_GrSLType, |
| kDefault_GrSLPrecision, |
| lightDirUniNameStr.c_str(), |
| &lightDirUniName[i]); |
| fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kVec3f_GrSLType, |
| kDefault_GrSLPrecision, |
| lightColorUniNameStr.c_str(), |
| &lightColorUniName[i]); |
| |
| fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kInt_GrSLType, |
| kDefault_GrSLPrecision, |
| depthMapWidthUniNameStr.c_str(), |
| &depthMapWidthUniName[i]); |
| fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kInt_GrSLType, |
| kDefault_GrSLPrecision, |
| depthMapHeightUniNameStr.c_str(), |
| &depthMapHeightUniName[i]); |
| } |
| |
| |
| const char* widthUniName = nullptr; |
| const char* heightUniName = nullptr; |
| |
| fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kInt_GrSLType, |
| kDefault_GrSLPrecision, |
| "width", &widthUniName); |
| fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kInt_GrSLType, |
| kDefault_GrSLPrecision, |
| "height", &heightUniName); |
| |
| |
| SkString povDepth("povDepth"); |
| this->emitChild(0, nullptr, &povDepth, args); |
| |
| SkString diffuseColor("inDiffuseColor"); |
| this->emitChild(1, nullptr, &diffuseColor, args); |
| |
| SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; |
| |
| for (int i = 0; i < numLights; i++) { |
| SkString povCoord("povCoord"); |
| povCoord.appendf("%d", i); |
| |
| // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
| // povDepth.b * 255 scales it to 0 - 255, bringing it to world space, |
| // and the / 400 brings it back to a sampler coordinate, 0 - 1 |
| // The 400 comes from the shadowmaps GM. |
| // TODO use real shadowmaps size |
| SkString offset("offset"); |
| offset.appendf("%d", i); |
| |
| SkString scaleVec("scaleVec"); |
| scaleVec.appendf("%d", i); |
| |
| SkString scaleOffsetVec("scaleOffsetVec"); |
| scaleOffsetVec.appendf("%d", i); |
| |
| fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n", |
| offset.c_str(), lightDirUniName[i]); |
| |
| fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));\n", |
| scaleVec.c_str(), |
| widthUniName, heightUniName, |
| depthMapWidthUniName[i], depthMapHeightUniName[i]); |
| |
| fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", |
| scaleOffsetVec.c_str(), scaleVec.c_str()); |
| |
| |
| fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " |
| "vec2(%s.x, 0 - %s.y)) " |
| " * %s + vec2(0,1) * %s;\n", |
| |
| povCoord.c_str(), offset.c_str(), offset.c_str(), |
| scaleVec.c_str(), scaleOffsetVec.c_str()); |
| |
| fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i], |
| povCoord.c_str(), |
| kVec2f_GrSLType); |
| } |
| |
| const char* ambientColorUniName = nullptr; |
| fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| kVec3f_GrSLType, kDefault_GrSLPrecision, |
| "AmbientColor", &ambientColorUniName); |
| |
| fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str()); |
| |
| // Essentially, |
| // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L))) |
| SkString totalLightColor("totalLightColor"); |
| fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str()); |
| |
| for (int i = 0; i < numLights; i++) { |
| fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
| povDepth.c_str(), depthMaps[i].c_str()); |
| // Note that dot(vec3(0,0,1), %s) == %s.z * %s |
| fragBuilder->codeAppendf("%s += %s.z * %s;", |
| totalLightColor.c_str(), |
| lightDirUniName[i], |
| lightColorUniName[i]); |
| fragBuilder->codeAppendf("}"); |
| } |
| |
| fragBuilder->codeAppendf("%s += %s;", |
| totalLightColor.c_str(), |
| ambientColorUniName); |
| |
| fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
| totalLightColor.c_str()); |
| |
| fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputColor); |
| } |
| |
| static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| GrProcessorKeyBuilder* b) { |
| const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| b->add32(shadowFP.fNumDirLights); |
| } |
| |
| protected: |
| void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { |
| const ShadowFP &shadowFP = proc.cast<ShadowFP>(); |
| |
| fNumDirLights = shadowFP.numLights(); |
| |
| for (int i = 0; i < fNumDirLights; i++) { |
| const SkVector3& lightDir = shadowFP.lightDir(i); |
| if (lightDir != fLightDir[i]) { |
| pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); |
| fLightDir[i] = lightDir; |
| } |
| const SkColor3f& lightColor = shadowFP.lightColor(i); |
| if (lightColor != fLightColor[i]) { |
| pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); |
| fLightColor[i] = lightColor; |
| } |
| |
| int depthMapWidth = shadowFP.depthMapWidth(i); |
| if (depthMapWidth != fDepthMapWidth[i]) { |
| pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); |
| fDepthMapWidth[i] = depthMapWidth; |
| } |
| int depthMapHeight = shadowFP.depthMapHeight(i); |
| if (depthMapHeight != fDepthMapHeight[i]) { |
| pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); |
| fDepthMapHeight[i] = depthMapHeight; |
| } |
| } |
| |
| int width = shadowFP.width(); |
| if (width != fWidth) { |
| pdman.set1i(fWidthUni, width); |
| fWidth = width; |
| } |
| int height = shadowFP.height(); |
| if (height != fHeight) { |
| pdman.set1i(fHeightUni, height); |
| fHeight = height; |
| } |
| |
| const SkColor3f& ambientColor = shadowFP.ambientColor(); |
| if (ambientColor != fAmbientColor) { |
| pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
| fAmbientColor = ambientColor; |
| } |
| } |
| |
| private: |
| SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; |
| GrGLSLProgramDataManager::UniformHandle |
| fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; |
| |
| SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| GrGLSLProgramDataManager::UniformHandle |
| fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; |
| |
| int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| GrGLSLProgramDataManager::UniformHandle |
| fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; |
| |
| int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| GrGLSLProgramDataManager::UniformHandle |
| fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; |
| |
| int fWidth; |
| GrGLSLProgramDataManager::UniformHandle fWidthUni; |
| int fHeight; |
| GrGLSLProgramDataManager::UniformHandle fHeightUni; |
| |
| SkColor3f fAmbientColor; |
| GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
| |
| int fNumDirLights; |
| }; |
| |
| void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
| GLSLShadowFP::GenKey(*this, caps, b); |
| } |
| |
| const char* name() const override { return "shadowFP"; } |
| |
| void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| inout->mulByUnknownFourComponents(); |
| } |
| int32_t numLights() const { return fNumDirLights; } |
| const SkColor3f& ambientColor() const { return fAmbientColor; } |
| const SkVector3& lightDir(int i) const { |
| SkASSERT(i < fNumDirLights); |
| return fLightDir[i]; |
| } |
| const SkVector3& lightColor(int i) const { |
| SkASSERT(i < fNumDirLights); |
| return fLightColor[i]; |
| } |
| |
| int depthMapWidth(int i) const { |
| SkASSERT(i < fNumDirLights); |
| return fDepthMapWidth[i]; |
| } |
| int depthMapHeight(int i) const { |
| SkASSERT(i < fNumDirLights); |
| return fDepthMapHeight[i]; |
| } |
| int width() const {return fWidth; } |
| int height() const {return fHeight; } |
| |
| private: |
| GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } |
| |
| bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP.fNumDirLights) { |
| return false; |
| } |
| |
| if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { |
| return false; |
| } |
| |
| for (int i = 0; i < fNumDirLights; i++) { |
| if (fLightDir[i] != shadowFP.fLightDir[i] || |
| fLightColor[i] != shadowFP.fLightColor[i]) { |
| return false; |
| } |
| |
| if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || |
| fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| int fNumDirLights; |
| |
| SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; |
| SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |
| sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; |
| |
| int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| |
| int fHeight; |
| int fWidth; |
| |
| SkColor3f fAmbientColor; |
| }; |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArgs& fpargs) const { |
| |
| sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor(fpargs); |
| |
| sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(fpargs); |
| |
| sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDepthFP), |
| std::move(diffuseFP), |
| std::move(fLights), |
| fDiffuseWidth, fDiffuseHeight, |
| fpargs.fContext); |
| return shadowfp; |
| } |
| |
| |
| #endif |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| bool SkShadowShaderImpl::isOpaque() const { |
| return fDiffuseShader->isOpaque(); |
| } |
| |
| SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext( |
| const SkShadowShaderImpl& shader, const ContextRec& rec, |
| SkShader::Context* povDepthContext, |
| SkShader::Context* diffuseContext, |
| void* heapAllocated) |
| : INHERITED(shader, rec) |
| , fPovDepthContext(povDepthContext) |
| , fDiffuseContext(diffuseContext) |
| , fHeapAllocated(heapAllocated) { |
| bool isOpaque = shader.isOpaque(); |
| |
| // update fFlags |
| uint32_t flags = 0; |
| if (isOpaque && (255 == this->getPaintAlpha())) { |
| flags |= kOpaqueAlpha_Flag; |
| } |
| |
| fFlags = flags; |
| } |
| |
| SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() { |
| // The dependencies have been created outside of the context on memory that was allocated by |
| // the onCreateContext() method. Call the destructors and free the memory. |
| fPovDepthContext->~Context(); |
| fDiffuseContext->~Context(); |
| |
| sk_free(fHeapAllocated); |
| } |
| |
| static inline SkPMColor convert(SkColor3f color, U8CPU a) { |
| if (color.fX <= 0.0f) { |
| color.fX = 0.0f; |
| } else if (color.fX >= 255.0f) { |
| color.fX = 255.0f; |
| } |
| |
| if (color.fY <= 0.0f) { |
| color.fY = 0.0f; |
| } else if (color.fY >= 255.0f) { |
| color.fY = 255.0f; |
| } |
| |
| if (color.fZ <= 0.0f) { |
| color.fZ = 0.0f; |
| } else if (color.fZ >= 255.0f) { |
| color.fZ = 255.0f; |
| } |
| |
| return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ); |
| } |
| |
| // larger is better (fewer times we have to loop), but we shouldn't |
| // take up too much stack-space (each one here costs 16 bytes) |
| #define BUFFER_MAX 16 |
| void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, |
| SkPMColor result[], int count) { |
| const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader); |
| |
| SkPMColor diffuse[BUFFER_MAX]; |
| |
| do { |
| int n = SkTMin(count, BUFFER_MAX); |
| |
| fPovDepthContext->shadeSpan(x, y, diffuse, n); |
| fDiffuseContext->shadeSpan(x, y, diffuse, n); |
| |
| for (int i = 0; i < n; ++i) { |
| |
| SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); |
| |
| SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
| // This is all done in linear unpremul color space (each component 0..255.0f though) |
| for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
| const SkLights::Light& light = lightShader.fLights->light(l); |
| |
| if (SkLights::Light::kAmbient_LightType == light.type()) { |
| accum.fX += light.color().fX * SkColorGetR(diffColor); |
| accum.fY += light.color().fY * SkColorGetG(diffColor); |
| accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| } else { |
| // scaling by fZ accounts for lighting direction |
| accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColorGetR(diffColor); |
| accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColorGetG(diffColor); |
| accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColorGetB(diffColor); |
| } |
| } |
| |
| result[i] = convert(accum, SkColorGetA(diffColor)); |
| } |
| |
| result += n; |
| x += n; |
| count -= n; |
| } while (count > 0); |
| } |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| #ifndef SK_IGNORE_TO_STRING |
| void SkShadowShaderImpl::toString(SkString* str) const { |
| str->appendf("ShadowShader: ()"); |
| } |
| #endif |
| |
| sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) { |
| |
| // Discarding SkShader flattenable params |
| bool hasLocalMatrix = buf.readBool(); |
| SkAssertResult(!hasLocalMatrix); |
| |
| int numLights = buf.readInt(); |
| |
| SkLights::Builder builder; |
| |
| for (int l = 0; l < numLights; ++l) { |
| bool isAmbient = buf.readBool(); |
| |
| SkColor3f color; |
| if (!buf.readScalarArray(&color.fX, 3)) { |
| return nullptr; |
| } |
| |
| if (isAmbient) { |
| builder.add(SkLights::Light(color)); |
| } else { |
| SkVector3 dir; |
| if (!buf.readScalarArray(&dir.fX, 3)) { |
| return nullptr; |
| } |
| |
| sk_sp<SkImage> depthMap; |
| if (!(depthMap = sk_ref_sp<SkImage>(buf.readImage()))) { |
| return nullptr; |
| } |
| |
| SkLights::Light light = SkLights::Light(color, dir); |
| light.setShadowMap(depthMap); |
| |
| builder.add(light); |
| } |
| } |
| |
| sk_sp<SkLights> lights(builder.finish()); |
| |
| int diffuseWidth = buf.readInt(); |
| int diffuseHeight = buf.readInt(); |
| |
| sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); |
| sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); |
| |
| return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), |
| std::move(diffuseShader), |
| std::move(lights), |
| diffuseWidth, diffuseHeight); |
| } |
| |
| void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { |
| this->INHERITED::flatten(buf); |
| |
| buf.writeInt(fLights->numLights()); |
| |
| for (int l = 0; l < fLights->numLights(); ++l) { |
| const SkLights::Light& light = fLights->light(l); |
| |
| bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); |
| |
| buf.writeBool(isAmbient); |
| buf.writeScalarArray(&light.color().fX, 3); |
| if (!isAmbient) { |
| buf.writeScalarArray(&light.dir().fX, 3); |
| } |
| |
| buf.writeImage(light.getShadowMap()); |
| } |
| |
| buf.writeInt(fDiffuseWidth); |
| buf.writeInt(fDiffuseHeight); |
| |
| buf.writeFlattenable(fPovDepthShader.get()); |
| buf.writeFlattenable(fDiffuseShader.get()); |
| } |
| |
| size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { |
| return sizeof(ShadowShaderContext); |
| } |
| |
| SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec, |
| void* storage) const { |
| size_t heapRequired = fPovDepthShader->contextSize(rec) + |
| fDiffuseShader->contextSize(rec); |
| |
| void* heapAllocated = sk_malloc_throw(heapRequired); |
| |
| void* povDepthContextStorage = heapAllocated; |
| |
| SkShader::Context* povDepthContext = |
| fPovDepthShader->createContext(rec, povDepthContextStorage); |
| |
| if (!povDepthContext) { |
| sk_free(heapAllocated); |
| return nullptr; |
| } |
| |
| void* diffuseContextStorage = (char*)heapAllocated + fPovDepthShader->contextSize(rec); |
| |
| SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffuseContextStorage); |
| if (!diffuseContext) { |
| sk_free(heapAllocated); |
| return nullptr; |
| } |
| |
| return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffuseContext, |
| heapAllocated); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, |
| sk_sp<SkShader> diffuseShader, |
| sk_sp<SkLights> lights, |
| int diffuseWidth, int diffuseHeight) { |
| if (!povDepthShader || !diffuseShader) { |
| // TODO: Use paint's color in absence of a diffuseShader |
| // TODO: Use a default implementation of normalSource instead |
| return nullptr; |
| } |
| |
| return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), |
| std::move(diffuseShader), |
| std::move(lights), |
| diffuseWidth, diffuseHeight); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| #endif |