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authorGravatar Jim Van Verth <jvanverth@google.com>2017-05-02 10:37:45 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-05-02 17:22:44 +0000
commit4c9155bd66d86de48069192f4b73bc292cfec135 (patch)
treef9f9d139f518d52dd8f0a4242ebf4a9a65885e05
parentc06f309cf52b885b1b1d98c6b045b120a09f5c54 (diff)
Remove EXPERIMENTAL_SHADOWING, Part 1
Bug: skia:6557 Change-Id: I6482d74be7b360c93141a73dd80c67854530c7a1 Reviewed-on: https://skia-review.googlesource.com/15101 Reviewed-by: Mike Klein <mtklein@chromium.org> Reviewed-by: Florin Malita <fmalita@chromium.org> Commit-Queue: Mike Klein <mtklein@chromium.org>
-rw-r--r--gm/shadowmaps.cpp118
-rw-r--r--gn/core.gni5
-rw-r--r--gn/gm.gni1
-rw-r--r--gn/samples.gni1
-rw-r--r--gn/utils.gni2
-rw-r--r--include/core/SkCanvas.h55
-rw-r--r--include/private/SkRecords.h6
-rw-r--r--include/private/SkShadowParams.h50
-rw-r--r--samplecode/SampleShadowing.cpp301
-rw-r--r--src/core/SkCanvas.cpp194
-rw-r--r--src/core/SkLiteDL.cpp25
-rw-r--r--src/core/SkLiteDL.h2
-rw-r--r--src/core/SkLiteRecorder.cpp6
-rw-r--r--src/core/SkLiteRecorder.h4
-rw-r--r--src/core/SkPictureRecord.cpp23
-rw-r--r--src/core/SkPictureRecord.h8
-rw-r--r--src/core/SkRadialShadowMapShader.cpp428
-rw-r--r--src/core/SkRadialShadowMapShader.h31
-rw-r--r--src/core/SkRecordDraw.cpp13
-rw-r--r--src/core/SkRecorder.cpp17
-rw-r--r--src/core/SkRecorder.h12
-rw-r--r--src/core/SkShadowShader.cpp955
-rw-r--r--src/core/SkShadowShader.h40
-rw-r--r--src/utils/SkShadowPaintFilterCanvas.cpp307
-rw-r--r--src/utils/SkShadowPaintFilterCanvas.h117
-rw-r--r--tools/debugger/SkDebugCanvas.cpp21
-rw-r--r--tools/debugger/SkDebugCanvas.h12
-rw-r--r--tools/debugger/SkDrawCommand.cpp87
-rw-r--r--tools/debugger/SkDrawCommand.h35
29 files changed, 0 insertions, 2876 deletions
diff --git a/gm/shadowmaps.cpp b/gm/shadowmaps.cpp
deleted file mode 100644
index e8222f4813..0000000000
--- a/gm/shadowmaps.cpp
+++ /dev/null
@@ -1,118 +0,0 @@
-/*
- * 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 "gm.h"
-#include "sk_tool_utils.h"
-#include "SkPathEffect.h"
-#include "SkPictureRecorder.h"
-#include "SkShadowPaintFilterCanvas.h"
-#include "SkShadowShader.h"
-#include "SkSurface.h"
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-
-static sk_sp<SkPicture> make_test_picture(int width, int height) {
- SkPictureRecorder recorder;
-
- // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
- SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
-
- SkASSERT(canvas->getTotalMatrix().isIdentity());
- SkPaint paint;
- paint.setColor(SK_ColorGRAY);
-
- // LONG RANGE TODO: tag occluders
- // LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
- // and determinate the mapping from z to id
-
- // universal receiver, "ground"
- canvas->drawRect(SkRect::MakeIWH(width, height), paint);
-
- // TODO: Maybe add the ID here along with the depth
-
- paint.setColor(0xFFEE8888);
-
- canvas->translateZ(80);
- canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
-
- paint.setColor(0xFF88EE88);
-
- canvas->translateZ(80);
- canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
-
- paint.setColor(0xFF8888EE);
-
- canvas->translateZ(80);
- canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
- // TODO: Add an assert that Z order matches painter's order
- // TODO: think about if the Z-order always matching painting order is too strict
-
- return recorder.finishRecordingAsPicture();
-}
-
-namespace skiagm {
-
-class ShadowMapsGM : public GM {
-public:
- ShadowMapsGM() {
- this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
- }
-
- void onOnceBeforeDraw() override {
- // Create a light set consisting of
- // - bluish directional light pointing more right than down
- // - reddish directional light pointing more down than right
- // - soft white ambient light
-
- SkLights::Builder builder;
- builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.2f, 0.3f, 0.4f),
- SkVector3::Make(0.2f, 0.1f, 1.0f)));
- builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.4f, 0.3f, 0.2f),
- SkVector3::Make(0.1f, 0.2f, 1.0f)));
- builder.setAmbientLightColor(SkColor3f::Make(0.4f, 0.4f, 0.4f));
- fLights = builder.finish();
-
- fShadowParams.fShadowRadius = 4.0f;
- fShadowParams.fBiasingConstant = 0.3f;
- fShadowParams.fMinVariance = 1024;
- fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
- }
-
-protected:
- static constexpr int kWidth = 400;
- static constexpr int kHeight = 400;
-
- SkString onShortName() override {
- return SkString("shadowmaps");
- }
-
- SkISize onISize() override {
- return SkISize::Make(kWidth, kHeight);
- }
-
- void onDraw(SkCanvas* canvas) override {
- // This picture stores the picture of the scene.
- // It's used to generate the depth maps.
- sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight));
- canvas->setLights(fLights);
- canvas->drawShadowedPicture(pic, nullptr, nullptr, fShadowParams);
- }
-
-private:
- sk_sp<SkLights> fLights;
- SkShadowParams fShadowParams;
- typedef GM INHERITED;
-};
-
-//////////////////////////////////////////////////////////////////////////////
-
-DEF_GM(return new ShadowMapsGM;)
-}
-
-#endif
diff --git a/gn/core.gni b/gn/core.gni
index 8f2491d145..10104ffb17 100644
--- a/gn/core.gni
+++ b/gn/core.gni
@@ -261,8 +261,6 @@ skia_core_sources = [
"$_src/core/SkPtrRecorder.cpp",
"$_src/core/SkQuadClipper.cpp",
"$_src/core/SkQuadClipper.h",
- "$_src/core/SkRadialShadowMapShader.cpp",
- "$_src/core/SkRadialShadowMapShader.h",
"$_src/core/SkRasterClip.cpp",
"$_src/core/SkRasterPipeline.cpp",
"$_src/core/SkRasterPipelineBlitter.cpp",
@@ -369,8 +367,6 @@ skia_core_sources = [
"$_src/core/SkXfermodeInterpretation.h",
"$_src/core/SkYUVPlanesCache.cpp",
"$_src/core/SkYUVPlanesCache.h",
- "$_src/core/SkShadowShader.cpp",
- "$_src/core/SkShadowShader.h",
"$_src/image/SkImage.cpp",
@@ -466,7 +462,6 @@ skia_core_sources = [
"$_include/private/SkRecords.h",
"$_include/private/SkSemaphore.h",
"$_include/private/SkShadowFlags.h",
- "$_include/private/SkShadowParams.h",
"$_include/private/SkSpinlock.h",
"$_include/private/SkTemplates.h",
"$_include/private/SkTArray.h",
diff --git a/gn/gm.gni b/gn/gm.gni
index 413e5695f5..6d43b3a28a 100644
--- a/gn/gm.gni
+++ b/gn/gm.gni
@@ -248,7 +248,6 @@ gm_sources = [
"$_gm/shadertext.cpp",
"$_gm/shadertext2.cpp",
"$_gm/shadertext3.cpp",
- "$_gm/shadowmaps.cpp",
"$_gm/shadows.cpp",
"$_gm/shadowutils.cpp",
"$_gm/shallowgradient.cpp",
diff --git a/gn/samples.gni b/gn/samples.gni
index 13a762cf19..7c9f4e2034 100644
--- a/gn/samples.gni
+++ b/gn/samples.gni
@@ -82,7 +82,6 @@ samples_sources = [
"$_samplecode/SampleRepeatTile.cpp",
"$_samplecode/SampleShaders.cpp",
"$_samplecode/SampleShaderText.cpp",
- "$_samplecode/SampleShadowing.cpp",
"$_samplecode/SampleShip.cpp",
"$_samplecode/SampleSlides.cpp",
"$_samplecode/SampleStringArt.cpp",
diff --git a/gn/utils.gni b/gn/utils.gni
index 3bf947b124..14bec37def 100644
--- a/gn/utils.gni
+++ b/gn/utils.gni
@@ -58,8 +58,6 @@ skia_utils_sources = [
"$_src/utils/SkParsePath.cpp",
"$_src/utils/SkPatchUtils.cpp",
"$_src/utils/SkPatchUtils.h",
- "$_src/utils/SkShadowPaintFilterCanvas.cpp",
- "$_src/utils/SkShadowPaintFilterCanvas.h",
"$_src/utils/SkShadowTessellator.cpp",
"$_src/utils/SkShadowTessellator.h",
"$_src/utils/SkShadowUtils.cpp",
diff --git a/include/core/SkCanvas.h b/include/core/SkCanvas.h
index 837b2ff92a..21e5c1c521 100644
--- a/include/core/SkCanvas.h
+++ b/include/core/SkCanvas.h
@@ -15,7 +15,6 @@
#include "SkRasterHandleAllocator.h"
#include "SkSurfaceProps.h"
#include "SkLights.h"
-#include "../private/SkShadowParams.h"
class GrContext;
class GrRenderTargetContext;
@@ -1083,53 +1082,6 @@ public:
this->drawPicture(picture.get(), matrix, paint);
}
-#ifdef SK_EXPERIMENTAL_SHADOWING
- /**
- * Draw the picture into this canvas, with shadows!
- *
- * We will use the canvas's lights along with the picture information (draw depths of
- * objects, etc) to first create a set of shadowmaps for the light-picture pairs, and
- * then use that set of shadowmaps to render the scene with shadows.
- *
- * If matrix is non-null, apply that matrix to the CTM when drawing this picture. This is
- * logically equivalent to
- * save/concat/drawPicture/restore
- *
- * If paint is non-null, draw the picture into a temporary buffer, and then apply the paint's
- * alpha/colorfilter/imagefilter/xfermode to that buffer as it is drawn to the canvas.
- * This is logically equivalent to
- * saveLayer(paint)/drawPicture/restore
- *
- * We also support using variance shadow maps for blurred shadows; the user can specify
- * what shadow mapping algorithm to use with params.
- * - Variance Shadow Mapping works by storing both the depth and depth^2 in the shadow map.
- * - Then, the shadow map can be blurred, and when reading from it, the fragment shader
- * can calculate the variance of the depth at a position by doing E(x^2) - E(x)^2.
- * - We can then use the depth variance and depth at a fragment to arrive at an upper bound
- * of the probability that the current surface is shadowed by using Chebyshev's
- * inequality, and then use that to shade the fragment.
- *
- * - There are a few problems with VSM.
- * * Light Bleeding | Areas with high variance, such as near the edges of high up rects,
- * will cause their shadow penumbras to overwrite otherwise solid
- * shadows.
- * * Shape Distortion | We can combat Light Bleeding by biasing the shadow (setting
- * mostly shaded fragments to completely shaded) and increasing
- * the minimum allowed variance. However, this warps and rounds
- * out the shape of the shadow.
- */
- void drawShadowedPicture(const SkPicture*,
- const SkMatrix* matrix,
- const SkPaint* paint,
- const SkShadowParams& params);
- void drawShadowedPicture(const sk_sp<SkPicture>& picture,
- const SkMatrix* matrix,
- const SkPaint* paint,
- const SkShadowParams& params) {
- this->drawShadowedPicture(picture.get(), matrix, paint, params);
- }
-#endif
-
/** Draw vertices from an immutable SkVertices object.
@param vertices The mesh to draw.
@@ -1413,13 +1365,6 @@ protected:
virtual void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*);
-#ifdef SK_EXPERIMENTAL_SHADOWING
- virtual void onDrawShadowedPicture(const SkPicture*,
- const SkMatrix*,
- const SkPaint*,
- const SkShadowParams& params);
-#endif
-
// Clip rectangle bounds. Called internally by saveLayer.
// returns false if the entire rectangle is entirely clipped out
// If non-NULL, The imageFilter parameter will be used to expand the clip
diff --git a/include/private/SkRecords.h b/include/private/SkRecords.h
index 4d7b217f71..95067d18cb 100644
--- a/include/private/SkRecords.h
+++ b/include/private/SkRecords.h
@@ -68,7 +68,6 @@ namespace SkRecords {
M(DrawPath) \
M(DrawPatch) \
M(DrawPicture) \
- M(DrawShadowedPicture) \
M(DrawPoints) \
M(DrawPosText) \
M(DrawPosTextH) \
@@ -278,11 +277,6 @@ RECORD(DrawPicture, kDraw_Tag|kHasPaint_Tag,
Optional<SkPaint> paint;
sk_sp<const SkPicture> picture;
TypedMatrix matrix);
-RECORD(DrawShadowedPicture, kDraw_Tag|kHasPaint_Tag,
- Optional<SkPaint> paint;
- sk_sp<const SkPicture> picture;
- TypedMatrix matrix;
- const SkShadowParams& params);
RECORD(DrawPoints, kDraw_Tag|kHasPaint_Tag,
SkPaint paint;
SkCanvas::PointMode mode;
diff --git a/include/private/SkShadowParams.h b/include/private/SkShadowParams.h
deleted file mode 100644
index 65d6c06b86..0000000000
--- a/include/private/SkShadowParams.h
+++ /dev/null
@@ -1,50 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-#ifndef SkShadowParams_DEFINED
-#define SkShadowParams_DEFINED
-
-#include "SkScalar.h"
-
-/** \struct SkShadowParams
-
- This struct holds information needed for drawing shadows.
-
- fShadowRadius - radius of the shadow blur
-
- fBiasingConstant - A constant used in variance shadow mapping to directly
- 0.0 - 1.0 reduce light bleeding. Essentially sets all shadows
- ~.25 below a certain brightness equal to no light, and does
- a linear step on the rest. Essentially makes shadows
- darker and more rounded at higher values.
-
- fMinVariance - Too low of a variance (near the outer edges of blurry
- ~512, 1024 shadows) will lead to ugly sharp shadow brightness
- distortions. This enforces a minimum amount of variance
- in the calculation to smooth out the outside edges of
- blurry shadows. However, too high of a value for this will
- cause all shadows to be lighter by visibly different
- amounts varying on depth.
-
- fType - Decides which algorithm to use to draw shadows.
-*/
-struct SkShadowParams {
- SkScalar fShadowRadius;
- SkScalar fBiasingConstant;
- SkScalar fMinVariance;
-
- enum ShadowType {
- kNoBlur_ShadowType,
- kVariance_ShadowType,
-
- kLast_ShadowType = kVariance_ShadowType
- };
- static const int kShadowTypeCount = kLast_ShadowType + 1;
-
- ShadowType fType;
-};
-
-#endif
diff --git a/samplecode/SampleShadowing.cpp b/samplecode/SampleShadowing.cpp
deleted file mode 100644
index 929d62ba7e..0000000000
--- a/samplecode/SampleShadowing.cpp
+++ /dev/null
@@ -1,301 +0,0 @@
-/*
- * 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 "SampleCode.h"
-#include "SkPictureRecorder.h"
-#include "SkShadowPaintFilterCanvas.h"
-#include "SkShadowShader.h"
-#include "SkSurface.h"
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-class ShadowingView : public SampleView {
-public:
- ShadowingView()
- : fSceneChanged(true)
- , fLightsChanged(true)
- , fMoveLight(false)
- , fClearShadowMaps(false)
- , fSelectedRectID(-1)
- , fSelectedSliderID(-1)
- , fLightDepth(400.0f) {
- this->setBGColor(0xFFCCCCCC);
-
- this->updateLights(100, 100);
-
- fTestRects[0].fColor = 0xFFEE8888;
- fTestRects[0].fDepth = 80;
- fTestRects[0].fGeometry = SkRect::MakeLTRB(300,200,350,250);
-
- fTestRects[1].fColor = 0xFF88EE88;
- fTestRects[1].fDepth = 160;
- fTestRects[1].fGeometry = SkRect::MakeLTRB(200,300,250,350);
-
- fTestRects[2].fColor = 0xFF8888EE;
- fTestRects[2].fDepth = 240;
- fTestRects[2].fGeometry = SkRect::MakeLTRB(100,100,150,150);
-
- fSliders[0].fGeometry = SkRect::MakeLTRB(20, 400, 30, 420);
- fSliders[0].fOffset = 0.0f;
- fSliders[0].fScale = 0.1f;
-
- fSliders[1].fGeometry = SkRect::MakeLTRB(100, 420, 110, 440);
- fSliders[1].fOffset = 0.0f;
- fSliders[1].fScale = 10.0f;
-
- fSliders[2].fGeometry = SkRect::MakeLTRB(0, 440, 10, 460);
- fSliders[2].fOffset = 0.0f;
- fSliders[2].fScale = 0.0025f;
-
- fShadowParams.fShadowRadius = 4.0f;
- fShadowParams.fBiasingConstant = 0.3f;
- fShadowParams.fMinVariance = 2048; // we need a higher min variance for point lights
- fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
- }
-
-protected:
- bool onQuery(SkEvent *evt) override {
- if (SampleCode::TitleQ(*evt)) {
- SampleCode::TitleR(evt, "shadowing");
- return true;
- }
-
- SkUnichar uni;
- if (SampleCode::CharQ(*evt, &uni)) {
- switch (uni) {
- case 'L':
- fMoveLight = !fMoveLight;
- break;
- case 'd':
- // Raster generated shadow maps have their origin in the UL corner
- // GPU shadow maps can have an arbitrary origin.
- // We override the 'd' keypress so that when the device is cycled,
- // the shadow maps will be re-generated according to the new backend.
- fClearShadowMaps = true;
- break;
- case 'q':
- fLightDepth += 5.0f;
- fMoveLight = true;
- break;
- case 'B':
- if (SkShadowParams::kVariance_ShadowType == fShadowParams.fType) {
- fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
- } else if (SkShadowParams::kNoBlur_ShadowType ==
- fShadowParams.fType) {
- fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
- }
- fLightsChanged = true;
- break;
- case 'w':
- fLightDepth -= 5.0f;
- fMoveLight = true;
- break;
- default:
- break;
- }
- }
- return this->INHERITED::onQuery(evt);
- }
-
- sk_sp<SkPicture> makeTestPicture(int width, int height) {
- SkPictureRecorder recorder;
-
- // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
- SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
-
- SkASSERT(canvas->getTotalMatrix().isIdentity());
- SkPaint paint;
- paint.setColor(SK_ColorGRAY);
-
- // LONG RANGE TODO: tag occluders
- // LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
- // and determinate the mapping from z to id
-
- // universal receiver, "ground"
- canvas->drawRect(SkRect::MakeIWH(width, height), paint);
-
- for (int i = 0; i < kNumTestRects; i++) {
- paint.setColor(fTestRects[i].fColor);
- if (i == 0) {
- canvas->translateZ(fTestRects[0].fDepth);
- } else {
- canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth);
- }
- canvas->drawRect(fTestRects[i].fGeometry, paint);
- }
-
- return recorder.finishRecordingAsPicture();
- }
-
- void onDrawContent(SkCanvas *canvas) override {
- if (fSceneChanged) {
- fPicture = this->makeTestPicture(kWidth, kHeight);
- }
-
- if (fSceneChanged || fLightsChanged || fClearShadowMaps) {
- for (int i = 0; i < fLights->numLights(); i++) {
- fLights->light(i).setShadowMap(nullptr);
- }
-
- fSceneChanged = false;
- fLightsChanged = false;
- fClearShadowMaps = false;
- }
-
- canvas->setLights(fLights);
- canvas->drawShadowedPicture(fPicture, nullptr, nullptr, fShadowParams);
-
- for (int i = 0; i < kNumSliders; i++) {
- SkPaint paint;
- paint.setColor(SK_ColorBLACK);
- canvas->drawRect(fSliders[i].fGeometry, paint);
- }
- }
-
- SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
- return new SkView::Click(this);
- }
-
- void updateLights(int x, int y) {
- SkLights::Builder builder;
- builder.add(SkLights::Light::MakePoint(SkColor3f::Make(1.0f, 1.0f, 1.0f),
- SkVector3::Make(x,
- kHeight - y,
- fLightDepth),
- 400, true));
- fLights = builder.finish();
- }
-
- void updateFromSelectedSlider() {
- SkScalar newValue = fSliders[fSelectedSliderID].fGeometry.fLeft *
- fSliders[fSelectedSliderID].fScale +
- fSliders[fSelectedSliderID].fOffset;
-
- switch (fSelectedSliderID) {
- case 0:
- fShadowParams.fShadowRadius = newValue;
- break;
- case 1:
- fShadowParams.fMinVariance = newValue;
- break;
- case 2:
- fShadowParams.fBiasingConstant = newValue;
- break;
- default:
- break;
- }
- }
-
- bool onClick(Click *click) override {
- SkScalar x = click->fCurr.fX;
- SkScalar y = click->fCurr.fY;
-
- SkScalar dx = x - click->fPrev.fX;
- SkScalar dy = y - click->fPrev.fY;
-
- if (fMoveLight) {
- if (dx != 0 || dy != 0) {
- this->updateLights(x, y);
- fLightsChanged = true;
- this->inval(nullptr);
- }
- return true;
- }
-
- if (click->fState == Click::State::kUp_State) {
- fSelectedRectID = -1;
- fSelectedSliderID = -1;
- return true;
- }
-
- if (fSelectedRectID > -1) {
- fTestRects[fSelectedRectID].fGeometry.offset(dx, dy);
-
- fSceneChanged = true;
- this->inval(nullptr);
- return true;
- }
-
- if (fSelectedSliderID > -1) {
- fSliders[fSelectedSliderID].fGeometry.offset(dx, 0);
-
- this->updateFromSelectedSlider();
-
- fLightsChanged = true;
- this->inval(nullptr);
- return true;
- }
-
- // assume last elements are highest
- for (int i = kNumTestRects - 1; i >= 0; i--) {
- if (fTestRects[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
- fSelectedRectID = i;
- fTestRects[i].fGeometry.offset(dx, dy);
-
- fSceneChanged = true;
- this->inval(nullptr);
- break;
- }
- }
-
- for (int i = 0; i <= kNumSliders; i++) {
- if (fSliders[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
- fSelectedSliderID = i;
- fSliders[i].fGeometry.offset(dx, 0);
-
- this->updateFromSelectedSlider();
-
- fLightsChanged = true;
-
- this->inval(nullptr);
- break;
- }
- }
-
- return true;
- }
-
-private:
- static constexpr int kNumTestRects = 3;
- static constexpr int kNumSliders = 3;
-
- static const int kWidth = 400;
- static const int kHeight = 400;
-
- bool fSceneChanged;
- bool fLightsChanged;
- bool fMoveLight;
- bool fClearShadowMaps;
-
- struct {
- SkRect fGeometry;
- int fDepth;
- SkColor fColor;
- } fTestRects[kNumTestRects];
- int fSelectedRectID;
-
- struct {
- SkRect fGeometry;
- SkScalar fOffset;
- SkScalar fScale;
- } fSliders[kNumSliders];
- int fSelectedSliderID;
-
- SkScalar fLightDepth;
-
- sk_sp<SkPicture> fPicture;
- SkShadowParams fShadowParams;
- sk_sp<SkLights> fLights;
-
- typedef SampleView INHERITED;
-};
-
-//////////////////////////////////////////////////////////////////////////////
-static SkView* MyFactory() { return new ShadowingView; }
-static SkViewRegister reg(MyFactory);
-
-#endif
diff --git a/src/core/SkCanvas.cpp b/src/core/SkCanvas.cpp
index c09e6cbb7d..ad9bcf5132 100644
--- a/src/core/SkCanvas.cpp
+++ b/src/core/SkCanvas.cpp
@@ -28,12 +28,9 @@
#include "SkPaintPriv.h"
#include "SkPatchUtils.h"
#include "SkPicture.h"
-#include "SkRadialShadowMapShader.h"
#include "SkRasterClip.h"
#include "SkRasterHandleAllocator.h"
#include "SkRRect.h"
-#include "SkShadowPaintFilterCanvas.h"
-#include "SkShadowShader.h"
#include "SkSpecialImage.h"
#include "SkString.h"
#include "SkSurface_Base.h"
@@ -2837,197 +2834,6 @@ void SkCanvas::onDrawPicture(const SkPicture* picture, const SkMatrix* matrix,
picture->playback(this);
}
-#ifdef SK_EXPERIMENTAL_SHADOWING
-void SkCanvas::drawShadowedPicture(const SkPicture* picture,
- const SkMatrix* matrix,
- const SkPaint* paint,
- const SkShadowParams& params) {
- RETURN_ON_NULL(picture);
-
- TRACE_EVENT0("disabled-by-default-skia", "SkCanvas::drawShadowedPicture()");
-
- this->onDrawShadowedPicture(picture, matrix, paint, params);
-}
-
-void SkCanvas::onDrawShadowedPicture(const SkPicture* picture,
- const SkMatrix* matrix,
- const SkPaint* paint,
- const SkShadowParams& params) {
- if (!paint || paint->canComputeFastBounds()) {
- SkRect bounds = picture->cullRect();
- if (paint) {
- paint->computeFastBounds(bounds, &bounds);
- }
- if (matrix) {
- matrix->mapRect(&bounds);
- }
- if (this->quickReject(bounds)) {
- return;
- }
- }
-
- SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect());
-
- sk_sp<SkImage> povDepthMap;
- sk_sp<SkImage> diffuseMap;
-
- // povDepthMap
- {
- SkLights::Builder builder;
- builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f),
- SkVector3::Make(0.0f, 0.0f, 1.0f)));
- sk_sp<SkLights> povLight = builder.finish();
-
- SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(),
- picture->cullRect().height(),
- kBGRA_8888_SkColorType,
- kOpaque_SkAlphaType);
-
- // Create a new surface (that matches the backend of canvas)
- // to create the povDepthMap
- sk_sp<SkSurface> surf(this->makeSurface(info));
-
- // Wrap another SPFCanvas around the surface
- sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
- sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
-
- // set the depth map canvas to have the light as the user's POV
- depthMapCanvas->setLights(std::move(povLight));
-
- depthMapCanvas->drawPicture(picture);
- povDepthMap = surf->makeImageSnapshot();
- }
-
- // diffuseMap
- {
- SkImageInfo info = SkImageInfo::Make(picture->cullRect().width(),
- picture->cullRect().height(),
- kBGRA_8888_SkColorType,
- kOpaque_SkAlphaType);
-
- sk_sp<SkSurface> surf(this->makeSurface(info));
- surf->getCanvas()->drawPicture(picture);
-
- diffuseMap = surf->makeImageSnapshot();
- }
-
- sk_sp<SkShader> povDepthShader = povDepthMap->makeShader();
- sk_sp<SkShader> diffuseShader = diffuseMap->makeShader();
-
- // TODO: pass the depth to the shader in vertices, or uniforms
- // so we don't have to render depth and color separately
- for (int i = 0; i < fLights->numLights(); ++i) {
- // skip over ambient lights; they don't cast shadows
- // lights that have shadow maps do not need updating (because lights are immutable)
- sk_sp<SkImage> depthMap;
- SkISize shMapSize;
-
- if (fLights->light(i).getShadowMap() != nullptr) {
- continue;
- }
-
- if (fLights->light(i).isRadial()) {
- shMapSize.fHeight = 1;
- shMapSize.fWidth = (int) picture->cullRect().width();
-
- SkImageInfo info = SkImageInfo::Make(diffuseMap->width(), 1,
- kBGRA_8888_SkColorType,
- kOpaque_SkAlphaType);
-
- // Create new surface (that matches the backend of canvas)
- // for each shadow map
- sk_sp<SkSurface> surf(this->makeSurface(info));
-
- // Wrap another SPFCanvas around the surface
- SkCanvas* depthMapCanvas = surf->getCanvas();
-
- SkLights::Builder builder;
- builder.add(fLights->light(i));
- sk_sp<SkLights> curLight = builder.finish();
-
- sk_sp<SkShader> shadowMapShader;
- shadowMapShader = SkRadialShadowMapShader::Make(
- povDepthShader, curLight,
- (int) picture->cullRect().width(),
- (int) picture->cullRect().height());
-
- SkPaint shadowMapPaint;
- shadowMapPaint.setShader(std::move(shadowMapShader));
-
- depthMapCanvas->setLights(curLight);
-
- depthMapCanvas->drawRect(SkRect::MakeIWH(diffuseMap->width(),
- diffuseMap->height()),
- shadowMapPaint);
-
- depthMap = surf->makeImageSnapshot();
-
- } else {
- // TODO: compute the correct size of the depth map from the light properties
- // TODO: maybe add a kDepth_8_SkColorType
- // TODO: find actual max depth of picture
- shMapSize = SkShadowPaintFilterCanvas::ComputeDepthMapSize(
- fLights->light(i), 255,
- (int) picture->cullRect().width(),
- (int) picture->cullRect().height());
-
- SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
- kBGRA_8888_SkColorType,
- kOpaque_SkAlphaType);
-
- // Create a new surface (that matches the backend of canvas)
- // for each shadow map
- sk_sp<SkSurface> surf(this->makeSurface(info));
-
- // Wrap another SPFCanvas around the surface
- sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
- sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
- depthMapCanvas->setShadowParams(params);
-
- // set the depth map canvas to have the light we're drawing.
- SkLights::Builder builder;
- builder.add(fLights->light(i));
- sk_sp<SkLights> curLight = builder.finish();
- depthMapCanvas->setLights(std::move(curLight));
-
- depthMapCanvas->drawPicture(picture);
- depthMap = surf->makeImageSnapshot();
- }
-
- if (params.fType == SkShadowParams::kNoBlur_ShadowType) {
- fLights->light(i).setShadowMap(std::move(depthMap));
- } else if (params.fType == SkShadowParams::kVariance_ShadowType) {
- // we blur the variance map
- SkPaint blurPaint;
- blurPaint.setImageFilter(SkImageFilter::MakeBlur(params.fShadowRadius,
- params.fShadowRadius, nullptr));
-
- SkImageInfo blurInfo = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
- kBGRA_8888_SkColorType,
- kOpaque_SkAlphaType);
-
- sk_sp<SkSurface> blurSurf(this->makeSurface(blurInfo));
-
- blurSurf->getCanvas()->drawImage(std::move(depthMap), 0, 0, &blurPaint);
-
- fLights->light(i).setShadowMap(blurSurf->makeImageSnapshot());
- }
- }
-
- SkPaint shadowPaint;
- sk_sp<SkShader> shadowShader = SkShadowShader::Make(std::move(povDepthShader),
- std::move(diffuseShader),
- fLights,
- diffuseMap->width(),
- diffuseMap->height(),
- params);
-
- shadowPaint.setShader(shadowShader);
-
- this->drawRect(SkRect::MakeIWH(diffuseMap->width(), diffuseMap->height()), shadowPaint);
-}
-#endif
-
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
diff --git a/src/core/SkLiteDL.cpp b/src/core/SkLiteDL.cpp
index 71cbf681eb..fb629ddc66 100644
--- a/src/core/SkLiteDL.cpp
+++ b/src/core/SkLiteDL.cpp
@@ -51,7 +51,6 @@ namespace {
M(ClipPath) M(ClipRect) M(ClipRRect) M(ClipRegion) \
M(DrawPaint) M(DrawPath) M(DrawRect) M(DrawRegion) M(DrawOval) M(DrawArc) \
M(DrawRRect) M(DrawDRRect) M(DrawAnnotation) M(DrawDrawable) M(DrawPicture) \
- M(DrawShadowedPicture) \
M(DrawImage) M(DrawImageNine) M(DrawImageRect) M(DrawImageLattice) \
M(DrawText) M(DrawPosText) M(DrawPosTextH) \
M(DrawTextOnPath) M(DrawTextRSXform) M(DrawTextBlob) \
@@ -276,25 +275,6 @@ namespace {
c->drawPicture(picture.get(), &matrix, has_paint ? &paint : nullptr);
}
};
- struct DrawShadowedPicture final : Op {
- static const auto kType = Type::DrawShadowedPicture;
- DrawShadowedPicture(const SkPicture* picture, const SkMatrix* matrix,
- const SkPaint* paint, const SkShadowParams& params)
- : picture(sk_ref_sp(picture)) {
- if (matrix) { this->matrix = *matrix; }
- if (paint) { this->paint = *paint; }
- this->params = params;
- }
- sk_sp<const SkPicture> picture;
- SkMatrix matrix = SkMatrix::I();
- SkPaint paint;
- SkShadowParams params;
- void draw(SkCanvas* c, const SkMatrix&) const {
- #ifdef SK_EXPERIMENTAL_SHADOWING
- c->drawShadowedPicture(picture.get(), &matrix, &paint, params);
- #endif
- }
- };
struct DrawImage final : Op {
static const auto kType = Type::DrawImage;
@@ -611,11 +591,6 @@ void SkLiteDL::drawPicture(const SkPicture* picture,
const SkMatrix* matrix, const SkPaint* paint) {
this->push<DrawPicture>(0, picture, matrix, paint);
}
-void SkLiteDL::drawShadowedPicture(const SkPicture* picture, const SkMatrix* matrix,
- const SkPaint* paint, const SkShadowParams& params) {
- push<DrawShadowedPicture>(0, picture, matrix, paint, params);
-}
-
void SkLiteDL::drawImage(sk_sp<const SkImage> image, SkScalar x, SkScalar y, const SkPaint* paint) {
this->push<DrawImage>(0, std::move(image), x,y, paint);
}
diff --git a/src/core/SkLiteDL.h b/src/core/SkLiteDL.h
index f8e7910c82..270b2ef4ce 100644
--- a/src/core/SkLiteDL.h
+++ b/src/core/SkLiteDL.h
@@ -55,8 +55,6 @@ public:
void drawAnnotation (const SkRect&, const char*, SkData*);
void drawDrawable (SkDrawable*, const SkMatrix*);
void drawPicture (const SkPicture*, const SkMatrix*, const SkPaint*);
- void drawShadowedPicture(const SkPicture*, const SkMatrix*,
- const SkPaint*, const SkShadowParams& params);
void drawText (const void*, size_t, SkScalar, SkScalar, const SkPaint&);
void drawPosText (const void*, size_t, const SkPoint[], const SkPaint&);
diff --git a/src/core/SkLiteRecorder.cpp b/src/core/SkLiteRecorder.cpp
index 29de29ac5a..d25254956d 100644
--- a/src/core/SkLiteRecorder.cpp
+++ b/src/core/SkLiteRecorder.cpp
@@ -198,9 +198,3 @@ void SkLiteRecorder::onDrawAtlas(const SkImage* atlas,
void SkLiteRecorder::didTranslateZ(SkScalar dz) {
fDL->translateZ(dz);
}
-void SkLiteRecorder::onDrawShadowedPicture(const SkPicture* picture,
- const SkMatrix* matrix,
- const SkPaint* paint,
- const SkShadowParams& params) {
- fDL->drawShadowedPicture(picture, matrix, paint, params);
-}
diff --git a/src/core/SkLiteRecorder.h b/src/core/SkLiteRecorder.h
index ea7cc78b2d..9f524939fd 100644
--- a/src/core/SkLiteRecorder.h
+++ b/src/core/SkLiteRecorder.h
@@ -80,12 +80,8 @@ public:
#ifdef SK_EXPERIMENTAL_SHADOWING
void didTranslateZ(SkScalar) override;
- void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
- const SkPaint*, const SkShadowParams& params) override;
#else
void didTranslateZ(SkScalar);
- void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
- const SkPaint*, const SkShadowParams& params);
#endif
private:
diff --git a/src/core/SkPictureRecord.cpp b/src/core/SkPictureRecord.cpp
index 608c6b3997..f794b73423 100644
--- a/src/core/SkPictureRecord.cpp
+++ b/src/core/SkPictureRecord.cpp
@@ -696,29 +696,6 @@ void SkPictureRecord::onDrawPicture(const SkPicture* picture, const SkMatrix* ma
this->validate(initialOffset, size);
}
-void SkPictureRecord::onDrawShadowedPicture(const SkPicture* picture,
- const SkMatrix* matrix,
- const SkPaint* paint,
- const SkShadowParams& params) {
- // op + picture index
- size_t size = 2 * kUInt32Size;
- size_t initialOffset;
-
- // TODO: handle recording params.
- if (nullptr == matrix && nullptr == paint) {
- initialOffset = this->addDraw(DRAW_PICTURE, &size);
- this->addPicture(picture);
- } else {
- const SkMatrix& m = matrix ? *matrix : SkMatrix::I();
- size += m.writeToMemory(nullptr) + kUInt32Size; // matrix + paint
- initialOffset = this->addDraw(DRAW_PICTURE_MATRIX_PAINT, &size);
- this->addPaintPtr(paint);
- this->addMatrix(m);
- this->addPicture(picture);
- }
- this->validate(initialOffset, size);
-}
-
void SkPictureRecord::onDrawDrawable(SkDrawable* drawable, const SkMatrix* matrix) {
// op + drawable index
size_t size = 2 * kUInt32Size;
diff --git a/src/core/SkPictureRecord.h b/src/core/SkPictureRecord.h
index dc9a002ac9..dcdfebe984 100644
--- a/src/core/SkPictureRecord.h
+++ b/src/core/SkPictureRecord.h
@@ -212,14 +212,6 @@ protected:
void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*) override;
-#ifdef SK_EXPERIMENTAL_SHADOWING
- void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
- const SkPaint*, const SkShadowParams& params) override;
-#else
- void onDrawShadowedPicture(const SkPicture*, const SkMatrix*,
- const SkPaint*, const SkShadowParams& params);
-#endif
-
void onDrawDrawable(SkDrawable*, const SkMatrix*) override;
void onDrawAnnotation(const SkRect&, const char[], SkData*) override;
diff --git a/src/core/SkRadialShadowMapShader.cpp b/src/core/SkRadialShadowMapShader.cpp
deleted file mode 100644
index afbb3c79d2..0000000000
--- a/src/core/SkRadialShadowMapShader.cpp
+++ /dev/null
@@ -1,428 +0,0 @@
-/*
- * 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 "SkPoint3.h"
-#include "SkRadialShadowMapShader.h"
-
-////////////////////////////////////////////////////////////////////////////
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-
-/** \class SkRadialShadowMapShaderImpl
- This subclass of shader applies shadowing radially around a light
-*/
-class SkRadialShadowMapShaderImpl : public SkShader {
-public:
- /** Create a new shadowing shader that shadows radially around a light
- */
- SkRadialShadowMapShaderImpl(sk_sp<SkShader> occluderShader,
- sk_sp<SkLights> lights,
- int diffuseWidth, int diffuseHeight)
- : fOccluderShader(std::move(occluderShader))
- , fLight(std::move(lights))
- , fWidth(diffuseWidth)
- , fHeight(diffuseHeight) { }
-
- bool isOpaque() const override;
-
-#if SK_SUPPORT_GPU
- sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
-#endif
-
- class ShadowMapRadialShaderContext : public SkShader::Context {
- public:
- // The context takes ownership of the states. It will call their destructors
- // but will NOT free the memory.
- ShadowMapRadialShaderContext(const SkRadialShadowMapShaderImpl&, const ContextRec&,
- SkShader::Context* occluderContext,
- void* heapAllocated);
-
- ~ShadowMapRadialShaderContext() override;
-
- void shadeSpan(int x, int y, SkPMColor[], int count) override;
-
- uint32_t getFlags() const override { return fFlags; }
-
- private:
- SkShader::Context* fOccluderContext;
- uint32_t fFlags;
-
- void* fHeapAllocated;
-
- typedef SkShader::Context INHERITED;
- };
-
- SK_TO_STRING_OVERRIDE()
- SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkRadialShadowMapShaderImpl)
-
-protected:
- void flatten(SkWriteBuffer&) const override;
- size_t onContextSize(const ContextRec&) const override;
- Context* onCreateContext(const ContextRec&, void*) const override;
-
-private:
- sk_sp<SkShader> fOccluderShader;
- sk_sp<SkLights> fLight;
-
- int fWidth;
- int fHeight;
-
- friend class SkRadialShadowMapShader;
-
- typedef SkShader INHERITED;
-};
-
-////////////////////////////////////////////////////////////////////////////
-
-#if SK_SUPPORT_GPU
-
-#include "GrContext.h"
-#include "GrCoordTransform.h"
-#include "GrFragmentProcessor.h"
-#include "glsl/GrGLSLFragmentProcessor.h"
-#include "glsl/GrGLSLFragmentShaderBuilder.h"
-#include "SkGr.h"
-#include "SkImage_Base.h"
-#include "GrInvariantOutput.h"
-#include "SkSpecialImage.h"
-
-class RadialShadowMapFP : public GrFragmentProcessor {
-public:
- RadialShadowMapFP(sk_sp<GrFragmentProcessor> occluder,
- sk_sp<SkLights> light,
- int diffuseWidth, int diffuseHeight,
- GrContext* context) {
- fLightPos = light->light(0).pos();
-
- fWidth = diffuseWidth;
- fHeight = diffuseHeight;
-
- this->registerChildProcessor(std::move(occluder));
- this->initClassID<RadialShadowMapFP>();
- }
-
- class GLSLRadialShadowMapFP : public GrGLSLFragmentProcessor {
- public:
- GLSLRadialShadowMapFP() { }
-
- void emitCode(EmitArgs& args) override {
-
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
- GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
-
- const char* lightPosUniName = nullptr;
-
- fLightPosUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kVec3f_GrSLType,
- kDefault_GrSLPrecision,
- "lightPos",
- &lightPosUniName);
-
- 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 occluder("occluder");
- this->emitChild(0, nullptr, &occluder, args);
-
- // Modify the input texture coordinates to index into our 1D output
- fragBuilder->codeAppend("float distHere;");
-
- // we use a max shadow distance of 2 times the max of width/height
- fragBuilder->codeAppend("float closestDistHere = 2;");
- fragBuilder->codeAppend("vec2 coords = vMatrixCoord_0_0_Stage0;");
- fragBuilder->codeAppend("coords.y = 0;");
- fragBuilder->codeAppend("vec2 destCoords = vec2(0,0);");
- fragBuilder->codeAppendf("float step = 1.0 / %s;", heightUniName);
-
- // assume that we are at 0, 0 light pos
- // TODO use correct light positions
-
- // this goes through each depth value in the final output buffer,
- // basically raycasting outwards, and finding the first collision.
- // we also increment coords.y to 2 instead 1 so our shadows stretch the whole screen.
- fragBuilder->codeAppendf("for (coords.y = 0; coords.y <= 2; coords.y += step) {");
-
- fragBuilder->codeAppend("float theta = (coords.x * 2.0 - 1.0) * 3.1415;");
- fragBuilder->codeAppend("float r = coords.y;");
- fragBuilder->codeAppend("destCoords = "
- "vec2(r * cos(theta), - r * sin(theta)) /2.0 + 0.5;");
- fragBuilder->codeAppendf("vec2 lightOffset = (vec2(%s)/vec2(%s,%s) - 0.5)"
- "* vec2(1.0, 1.0);",
- lightPosUniName, widthUniName, heightUniName);
-
- fragBuilder->codeAppend("distHere = texture(uTextureSampler0_Stage1,"
- "destCoords + lightOffset).b;");
- fragBuilder->codeAppend("if (distHere > 0.0) {"
- "closestDistHere = coords.y;"
- "break;}");
- fragBuilder->codeAppend("}");
-
- fragBuilder->codeAppendf("%s = vec4(vec3(closestDistHere / 2.0),1);", args.fOutputColor);
- }
-
- static void GenKey(const GrProcessor& proc, const GrShaderCaps&,
- GrProcessorKeyBuilder* b) {
- b->add32(0); // nothing to add here
- }
-
- protected:
- void onSetData(const GrGLSLProgramDataManager& pdman,
- const GrFragmentProcessor& proc) override {
- const RadialShadowMapFP &radialShadowMapFP = proc.cast<RadialShadowMapFP>();
-
- const SkVector3& lightPos = radialShadowMapFP.lightPos();
- if (lightPos != fLightPos) {
- pdman.set3fv(fLightPosUni, 1, &lightPos.fX);
- fLightPos = lightPos;
- }
-
- int width = radialShadowMapFP.width();
- if (width != fWidth) {
- pdman.set1i(fWidthUni, width);
- fWidth = width;
- }
- int height = radialShadowMapFP.height();
- if (height != fHeight) {
- pdman.set1i(fHeightUni, height);
- fHeight = height;
- }
- }
-
- private:
- SkVector3 fLightPos;
- GrGLSLProgramDataManager::UniformHandle fLightPosUni;
-
- int fWidth;
- GrGLSLProgramDataManager::UniformHandle fWidthUni;
- int fHeight;
- GrGLSLProgramDataManager::UniformHandle fHeightUni;
- };
-
- void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
- GLSLRadialShadowMapFP::GenKey(*this, caps, b);
- }
-
- const char* name() const override { return "RadialShadowMapFP"; }
-
- const SkVector3& lightPos() const {
- return fLightPos;
- }
-
- int width() const { return fWidth; }
- int height() const { return fHeight; }
-
-private:
- GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
- return new GLSLRadialShadowMapFP;
- }
-
- bool onIsEqual(const GrFragmentProcessor& proc) const override {
- const RadialShadowMapFP& radialShadowMapFP = proc.cast<RadialShadowMapFP>();
-
- if (fWidth != radialShadowMapFP.fWidth || fHeight != radialShadowMapFP.fHeight) {
- return false;
- }
-
- if (fLightPos != radialShadowMapFP.fLightPos) {
- return false;
- }
-
- return true;
- }
-
- SkVector3 fLightPos;
-
- int fHeight;
- int fWidth;
-};
-
-////////////////////////////////////////////////////////////////////////////
-
-sk_sp<GrFragmentProcessor> SkRadialShadowMapShaderImpl::asFragmentProcessor
- (const AsFPArgs& fpargs) const {
-
- sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor(fpargs);
-
- sk_sp<GrFragmentProcessor> shadowFP = sk_make_sp<RadialShadowMapFP>(std::move(occluderFP),
- fLight, fWidth, fHeight,
- fpargs.fContext);
- return shadowFP;
-}
-
-#endif
-
-////////////////////////////////////////////////////////////////////////////
-
-bool SkRadialShadowMapShaderImpl::isOpaque() const {
- return fOccluderShader->isOpaque();
-}
-
-SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::ShadowMapRadialShaderContext(
- const SkRadialShadowMapShaderImpl& shader, const ContextRec& rec,
- SkShader::Context* occluderContext,
- void* heapAllocated)
- : INHERITED(shader, rec)
- , fOccluderContext(occluderContext)
- , fHeapAllocated(heapAllocated) {
- bool isOpaque = shader.isOpaque();
-
- // update fFlags
- uint32_t flags = 0;
- if (isOpaque && (255 == this->getPaintAlpha())) {
- flags |= kOpaqueAlpha_Flag;
- }
-
- fFlags = flags;
-}
-
-SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::~ShadowMapRadialShaderContext() {
- // 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.
- fOccluderContext->~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 SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::shadeSpan
- (int x, int y, SkPMColor result[], int count) {
- do {
- int n = SkTMin(count, BUFFER_MAX);
-
- // just fill with white for now
- SkPMColor accum = convert(SkColor3f::Make(1.0f, 1.0f, 1.0f), 0xFF);
-
- for (int i = 0; i < n; ++i) {
- result[i] = accum;
- }
-
- result += n;
- x += n;
- count -= n;
- } while (count > 0);
-}
-
-////////////////////////////////////////////////////////////////////////////
-
-#ifndef SK_IGNORE_TO_STRING
-void SkRadialShadowMapShaderImpl::toString(SkString* str) const {
- str->appendf("RadialShadowMapShader: ()");
-}
-#endif
-
-sk_sp<SkFlattenable> SkRadialShadowMapShaderImpl::CreateProc(SkReadBuffer& buf) {
-
- // Discarding SkShader flattenable params
- bool hasLocalMatrix = buf.readBool();
- SkAssertResult(!hasLocalMatrix);
-
- sk_sp<SkLights> light = SkLights::MakeFromBuffer(buf);
-
- int diffuseWidth = buf.readInt();
- int diffuseHeight = buf.readInt();
-
- sk_sp<SkShader> occluderShader(buf.readFlattenable<SkShader>());
-
- return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader),
- std::move(light),
- diffuseWidth, diffuseHeight);
-}
-
-void SkRadialShadowMapShaderImpl::flatten(SkWriteBuffer& buf) const {
- this->INHERITED::flatten(buf);
-
- fLight->flatten(buf);
-
- buf.writeInt(fWidth);
- buf.writeInt(fHeight);
-
- buf.writeFlattenable(fOccluderShader.get());
-}
-
-size_t SkRadialShadowMapShaderImpl::onContextSize(const ContextRec& rec) const {
- return sizeof(ShadowMapRadialShaderContext);
-}
-
-SkShader::Context* SkRadialShadowMapShaderImpl::onCreateContext(const ContextRec& rec,
- void* storage) const {
- size_t heapRequired = fOccluderShader->contextSize(rec);
-
- void* heapAllocated = sk_malloc_throw(heapRequired);
-
- void* occluderContextStorage = heapAllocated;
-
- SkShader::Context* occluderContext =
- fOccluderShader->createContext(rec, occluderContextStorage);
-
- if (!occluderContext) {
- sk_free(heapAllocated);
- return nullptr;
- }
-
- return new (storage) ShadowMapRadialShaderContext(*this, rec, occluderContext, heapAllocated);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-sk_sp<SkShader> SkRadialShadowMapShader::Make(sk_sp<SkShader> occluderShader,
- sk_sp<SkLights> light,
- int diffuseWidth, int diffuseHeight) {
- if (!occluderShader) {
- // TODO: Use paint's color in absence of a diffuseShader
- // TODO: Use a default implementation of normalSource instead
- return nullptr;
- }
-
- return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader),
- std::move(light),
- diffuseWidth, diffuseHeight);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRadialShadowMapShader)
-SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRadialShadowMapShaderImpl)
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
-
-///////////////////////////////////////////////////////////////////////////////
-
-#endif
diff --git a/src/core/SkRadialShadowMapShader.h b/src/core/SkRadialShadowMapShader.h
deleted file mode 100644
index 4d6956ca82..0000000000
--- a/src/core/SkRadialShadowMapShader.h
+++ /dev/null
@@ -1,31 +0,0 @@
-/*
- * 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 "SkReadBuffer.h"
-
-#ifndef SkRadialShadowMapShader_DEFINED
-#define SkRadialShadowMapShader_DEFINED
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-class SkLights;
-class SkShader;
-
-class SK_API SkRadialShadowMapShader {
-public:
- /** This shader creates a 1D strip depth map for radial lights.
- * It can only take in 1 light to generate one shader at a time.
- */
- static sk_sp<SkShader> Make(sk_sp<SkShader> occluderShader,
- sk_sp<SkLights> light,
- int diffuseWidth, int diffuseHeight);
-
- SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
-};
-
-#endif
-#endif
diff --git a/src/core/SkRecordDraw.cpp b/src/core/SkRecordDraw.cpp
index 9e8d6fcea2..634676c2d6 100644
--- a/src/core/SkRecordDraw.cpp
+++ b/src/core/SkRecordDraw.cpp
@@ -117,13 +117,6 @@ DRAW(DrawPaint, drawPaint(r.paint));
DRAW(DrawPath, drawPath(r.path, r.paint));
DRAW(DrawPatch, drawPatch(r.cubics, r.colors, r.texCoords, r.bmode, r.paint));
DRAW(DrawPicture, drawPicture(r.picture.get(), &r.matrix, r.paint));
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-DRAW(DrawShadowedPicture, drawShadowedPicture(r.picture.get(), &r.matrix, r.paint, r.params));
-#else
-template <> void Draw::draw(const DrawShadowedPicture& r) { }
-#endif
-
DRAW(DrawPoints, drawPoints(r.mode, r.count, r.pts, r.paint));
DRAW(DrawPosText, drawPosText(r.text, r.byteLength, r.pos, r.paint));
DRAW(DrawPosTextH, drawPosTextH(r.text, r.byteLength, r.xpos, r.y, r.paint));
@@ -474,12 +467,6 @@ private:
return this->adjustAndMap(dst, op.paint);
}
- Bounds bounds(const DrawShadowedPicture& op) const {
- SkRect dst = op.picture->cullRect();
- op.matrix.mapRect(&dst);
- return this->adjustAndMap(dst, op.paint);
- }
-
Bounds bounds(const DrawPosText& op) const {
const int N = op.paint.countText(op.text, op.byteLength);
if (N == 0) {
diff --git a/src/core/SkRecorder.cpp b/src/core/SkRecorder.cpp
index 47e4d74909..c111db6606 100644
--- a/src/core/SkRecorder.cpp
+++ b/src/core/SkRecorder.cpp
@@ -310,23 +310,6 @@ void SkRecorder::onDrawPicture(const SkPicture* pic, const SkMatrix* matrix, con
}
}
-void SkRecorder::onDrawShadowedPicture(const SkPicture* pic, const SkMatrix* matrix,
- const SkPaint* paint, const SkShadowParams& params) {
- if (fDrawPictureMode == Record_DrawPictureMode) {
- fApproxBytesUsedBySubPictures += pic->approximateBytesUsed();
- APPEND(DrawShadowedPicture, this->copy(paint),
- sk_ref_sp(pic),
- matrix ? *matrix : SkMatrix::I(),
- params);
- } else {
- // TODO update pic->playback(this) to draw the shadowed pic
- SkASSERT(fDrawPictureMode == Playback_DrawPictureMode);
- SkAutoCanvasMatrixPaint acmp(this, matrix, paint, pic->cullRect());
- pic->playback(this);
- }
-}
-
-
void SkRecorder::onDrawVerticesObject(const SkVertices* vertices, SkBlendMode bmode,
const SkPaint& paint) {
APPEND(DrawVertices, paint, sk_ref_sp(const_cast<SkVertices*>(vertices)), bmode);
diff --git a/src/core/SkRecorder.h b/src/core/SkRecorder.h
index 3407fc7032..c815744046 100644
--- a/src/core/SkRecorder.h
+++ b/src/core/SkRecorder.h
@@ -135,18 +135,6 @@ public:
void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*) override;
-#ifdef SK_EXPERIMENTAL_SHADOWING
- void onDrawShadowedPicture(const SkPicture*,
- const SkMatrix*,
- const SkPaint*,
- const SkShadowParams& params) override;
-#else
- void onDrawShadowedPicture(const SkPicture*,
- const SkMatrix*,
- const SkPaint*,
- const SkShadowParams& params);
-#endif
-
void onDrawAnnotation(const SkRect&, const char[], SkData*) override;
sk_sp<SkSurface> onNewSurface(const SkImageInfo&, const SkSurfaceProps&) override;
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
deleted file mode 100644
index 9353ca60cf..0000000000
--- a/src/core/SkShadowShader.cpp
+++ /dev/null
@@ -1,955 +0,0 @@
-/*
- * 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 "SkCanvas.h"
-#include "SkReadBuffer.h"
-#include "SkShadowShader.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,
- const SkShadowParams& params)
- : fPovDepthShader(std::move(povDepthShader))
- , fDiffuseShader(std::move(diffuseShader))
- , fLights(std::move(lights))
- , fDiffuseWidth(diffuseWidth)
- , fDiffuseHeight(diffuseHeight)
- , fShadowParams(params) { }
-
- 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;
-
- int fNonAmbLightCnt;
- SkPixmap* fShadowMapPixels;
-
-
- 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;
-
- SkShadowParams fShadowParams;
-
- 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 "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,
- const SkShadowParams& params,
- GrContext* context) {
-
- fAmbientColor = lights->ambientLightColor();
-
- fNumNonAmbLights = 0; // count of non-ambient lights
- for (int i = 0; i < lights->numLights(); ++i) {
- if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
- fLightColor[fNumNonAmbLights] = lights->light(i).color();
-
- if (SkLights::Light::kPoint_LightType == lights->light(i).type()) {
- fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
- fLightColor[fNumNonAmbLights].scale(lights->light(i).intensity());
- } else {
- fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
- }
-
- fIsPointLight[fNumNonAmbLights] =
- SkLights::Light::kPoint_LightType == lights->light(i).type();
-
- fIsRadialLight[fNumNonAmbLights] = lights->light(i).isRadial();
-
- SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
-
- // gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
- fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
- GrSamplerParams::ClampNoFilter(),
- SkDestinationSurfaceColorMode::kLegacy,
- nullptr));
- fDepthMapSampler[fNumNonAmbLights].reset(fTexture[fNumNonAmbLights].get());
- this->addTextureSampler(&fDepthMapSampler[fNumNonAmbLights]);
-
- fDepthMapHeight[fNumNonAmbLights] = shadowMap->height();
- fDepthMapWidth[fNumNonAmbLights] = shadowMap->width();
-
- fNumNonAmbLights++;
- }
- }
-
- fWidth = diffuseWidth;
- fHeight = diffuseHeight;
-
- fShadowParams = params;
-
- 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;
- const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>();
-
- SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbientLights);
-
- // add uniforms
- int32_t numLights = shadowFP.fNumNonAmbLights;
- SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
-
- int blurAlgorithm = shadowFP.fShadowParams.fType;
-
- const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
- const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
- const char* ambientColorUniName = nullptr;
-
- const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
- const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
- const char* widthUniName = nullptr; // dimensions of povDepth
- const char* heightUniName = nullptr;
-
- const char* shBiasUniName = nullptr;
- const char* minVarianceUniName = nullptr;
-
- // setting uniforms
- for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
- SkString lightDirOrPosUniNameStr("lightDir");
- lightDirOrPosUniNameStr.appendf("%d", i);
- SkString lightColorUniNameStr("lightColor");
- lightColorUniNameStr.appendf("%d", i);
- SkString lightIntensityUniNameStr("lightIntensity");
- lightIntensityUniNameStr.appendf("%d", i);
-
- SkString depthMapWidthUniNameStr("dmapWidth");
- depthMapWidthUniNameStr.appendf("%d", i);
- SkString depthMapHeightUniNameStr("dmapHeight");
- depthMapHeightUniNameStr.appendf("%d", i);
-
- fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kVec3f_GrSLType,
- kDefault_GrSLPrecision,
- lightDirOrPosUniNameStr.c_str(),
- &lightDirOrPosUniName[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]);
- }
-
- fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "shadowBias", &shBiasUniName);
- fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "minVariance", &minVarianceUniName);
-
- fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kInt_GrSLType,
- kDefault_GrSLPrecision,
- "width", &widthUniName);
- fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kInt_GrSLType,
- kDefault_GrSLPrecision,
- "height", &heightUniName);
-
- fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "AmbientColor", &ambientColorUniName);
-
- SkString povDepthSampler("_povDepth");
- SkString povDepth("povDepth");
- this->emitChild(0, nullptr, &povDepthSampler, args);
- fragBuilder->codeAppendf("vec4 %s = %s;", povDepth.c_str(), povDepthSampler.c_str());
-
- SkString diffuseColorSampler("_inDiffuseColor");
- SkString diffuseColor("inDiffuseColor");
- this->emitChild(1, nullptr, &diffuseColorSampler, args);
- fragBuilder->codeAppendf("vec4 %s = %s;", diffuseColor.c_str(),
- diffuseColorSampler.c_str());
-
- SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
-
- fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str());
- fragBuilder->codeAppend ("vec3 totalLightColor = vec3(0);");
-
- // probability that a fragment is lit. For each light, we multiply this by the
- // light's color to get its contribution to totalLightColor.
- fragBuilder->codeAppend ("float lightProbability;");
-
- // coordinates of current fragment in world space
- fragBuilder->codeAppend ("vec3 worldCor;");
-
- // Multiply by 255 to transform from sampler coordinates to world
- // coordinates (since 1 channel is 0xFF)
- // Note: vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
- fragBuilder->codeAppendf("worldCor = vec3(vMatrixCoord_0_1_Stage0 * "
- "vec2(%s, %s), %s.b * 255);",
- widthUniName, heightUniName, povDepth.c_str());
-
- // Applies the offset indexing that goes from our view space into the light's space.
- for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
- SkString povCoord("povCoord");
- povCoord.appendf("%d", i);
-
- SkString offset("offset");
- offset.appendf("%d", i);
- fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
-
- if (shadowFP.fIsPointLight[i]) {
- fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor;",
- i, lightDirOrPosUniName[i]);
- fragBuilder->codeAppendf("float dist%d = length(fragToLight%d);",
- i, i);
- fragBuilder->codeAppendf("%s = vec2(-fragToLight%d) * povDepth.b;",
- offset.c_str(), i);
- fragBuilder->codeAppendf("fragToLight%d = normalize(fragToLight%d);",
- i, i);
- }
-
- if (shadowFP.fIsRadialLight[i]) {
- fragBuilder->codeAppendf("vec2 %s = vec2(vMatrixCoord_0_1_Stage0.x, "
- "1 - vMatrixCoord_0_1_Stage0.y);\n",
- povCoord.c_str());
-
- fragBuilder->codeAppendf("%s = (%s) * 2.0 - 1.0 + (vec2(%s)/vec2(%s,%s) - 0.5)"
- "* vec2(-2.0, 2.0);\n",
- povCoord.c_str(), povCoord.c_str(),
- lightDirOrPosUniName[i],
- widthUniName, heightUniName);
-
- fragBuilder->codeAppendf("float theta = atan(%s.y, %s.x);",
- povCoord.c_str(), povCoord.c_str());
- fragBuilder->codeAppendf("float r = length(%s);", povCoord.c_str());
-
- // map output of atan to [0, 1]
- fragBuilder->codeAppendf("%s.x = (theta + 3.1415) / (2.0 * 3.1415);",
- povCoord.c_str());
- fragBuilder->codeAppendf("%s.y = 0.0;", povCoord.c_str());
- } else {
- // note that we flip the y-coord of the offset and then later add
- // a value just to the y-coord of povCoord. This is to account for
- // the shifted origins from switching from raster into GPU.
- if (shadowFP.fIsPointLight[i]) {
- // the 0.375s are precalculated transform values, given that the depth
- // maps for pt lights are 4x the size (linearly) as diffuse maps.
- // The vec2(0.375, -0.375) is used to transform us to
- // the center of the map.
- fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *"
- "vMatrixCoord_0_1_Stage0 +"
- "vec2(0,%s - %s)"
- "+ %s) / (vec2(%s, %s))) +"
- "vec2(0.375, -0.375);",
- povCoord.c_str(),
- widthUniName, heightUniName,
- depthMapHeightUniName[i], heightUniName,
- offset.c_str(),
- depthMapWidthUniName[i],
- depthMapWidthUniName[i]);
- } else {
- fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * "
- "vec2(255.0, -255.0);",
- offset.c_str(), lightDirOrPosUniName[i]);
-
- fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *"
- "vMatrixCoord_0_1_Stage0 +"
- "vec2(0,%s - %s)"
- "+ %s) / vec2(%s, %s));",
- povCoord.c_str(),
- widthUniName, heightUniName,
- depthMapHeightUniName[i], heightUniName,
- offset.c_str(),
- depthMapWidthUniName[i],
- depthMapWidthUniName[i]);
- }
- }
-
- fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i],
- povCoord.c_str(),
- kVec2f_GrSLType);
- }
-
- // helper variables for calculating shadowing
-
- // variance of depth at this fragment in the context of surrounding area
- // (area size and weighting dependent on blur size and type)
- fragBuilder->codeAppendf("float variance;");
-
- // the difference in depth between the user POV and light POV.
- fragBuilder->codeAppendf("float d;");
-
- // add up light contributions from all lights to totalLightColor
- for (int i = 0; i < numLights; i++) {
- fragBuilder->codeAppendf("lightProbability = 1;");
-
- if (shadowFP.fIsRadialLight[i]) {
- fragBuilder->codeAppend("totalLightColor = vec3(0);");
-
- fragBuilder->codeAppend("vec2 tc = vec2(povCoord0.x, 0.0);");
- fragBuilder->codeAppend("float depth = texture(uTextureSampler0_Stage1,"
- "povCoord0).b * 2.0;");
-
- fragBuilder->codeAppendf("lightProbability = step(r, depth);");
-
- // 2 is the maximum depth. If this is reached, probably we have
- // not intersected anything. So values after this should be unshadowed.
- fragBuilder->codeAppendf("if (%s.b != 0 || depth == 2) {"
- "lightProbability = 1.0; }",
- povDepth.c_str());
- } else {
- // 1/512 == .00195... is less than half a pixel; imperceptible
- fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {",
- povDepth.c_str(), depthMaps[i].c_str());
- if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
- // We mess with depth and depth^2 in their given scales.
- // (i.e. between 0 and 1)
- fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s.g);",
- i, depthMaps[i].c_str(), depthMaps[i].c_str());
-
- // variance biasing lessens light bleeding
- fragBuilder->codeAppendf("variance = max(moments%d.y - "
- "(moments%d.x * moments%d.x),"
- "%s);", i, i, i,
- minVarianceUniName);
-
- fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;",
- povDepth.c_str(), i);
- fragBuilder->codeAppendf("lightProbability = "
- "(variance / (variance + d * d));");
-
- SkString clamp("clamp");
- clamp.appendf("%d", i);
-
- // choosing between light artifacts or correct shape shadows
- // linstep
- fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /"
- "(1 - %s), 0, 1);",
- clamp.c_str(), shBiasUniName, shBiasUniName);
-
- fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_str());
- } else {
- fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
- povDepth.c_str(), depthMaps[i].c_str());
- fragBuilder->codeAppendf("lightProbability = 1;");
- fragBuilder->codeAppendf("} else { lightProbability = 0; }");
- }
-
- // VSM: The curved shadows near plane edges are artifacts from blurring
- // lightDir.z is equal to the lightDir dot the surface normal.
- fragBuilder->codeAppendf("}");
- }
-
- if (shadowFP.isPointLight(i)) {
- fragBuilder->codeAppendf("totalLightColor += max(fragToLight%d.z, 0) * %s /"
- "(1 + dist%d) * lightProbability;",
- i, lightColorUniName[i], i);
- } else {
- fragBuilder->codeAppendf("totalLightColor += %s.z * %s * lightProbability;",
- lightDirOrPosUniName[i],
- lightColorUniName[i]);
- }
-
- fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniName);
- fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightColor, 1);",
- args.fOutputColor);
- }
-
- }
-
- static void GenKey(const GrProcessor& proc, const GrShaderCaps&,
- GrProcessorKeyBuilder* b) {
- const ShadowFP& shadowFP = proc.cast<ShadowFP>();
- b->add32(shadowFP.fNumNonAmbLights);
- int isPLR = 0;
- for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
- isPLR = isPLR | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
- isPLR = isPLR | ((shadowFP.fIsRadialLight[i] ? 1 : 0) << (i+4));
- }
- b->add32(isPLR);
- b->add32(shadowFP.fShadowParams.fType);
- }
-
- protected:
- void onSetData(const GrGLSLProgramDataManager& pdman,
- const GrFragmentProcessor& proc) override {
- const ShadowFP &shadowFP = proc.cast<ShadowFP>();
-
- for (int i = 0; i < shadowFP.numLights(); i++) {
- const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i);
- if (lightDirOrPos != fLightDirOrPos[i]) {
- pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX);
- fLightDirOrPos[i] = lightDirOrPos;
- }
-
- 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;
- }
- }
-
- SkScalar biasingConstant = shadowFP.shadowParams().fBiasingConstant;
- if (biasingConstant != fBiasingConstant) {
- pdman.set1f(fBiasingConstantUni, biasingConstant);
- fBiasingConstant = biasingConstant;
- }
-
- SkScalar minVariance = shadowFP.shadowParams().fMinVariance;
- if (minVariance != fMinVariance) {
- // transform variance from pixel-scale to normalized scale
- pdman.set1f(fMinVarianceUni, minVariance / 65536.0f);
- fMinVariance = minVariance / 65536.0f;
- }
-
- 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 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
- GrGLSLProgramDataManager::UniformHandle
- fLightDirOrPosUni[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;
-
- SkScalar fBiasingConstant;
- GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni;
- SkScalar fMinVariance;
- GrGLSLProgramDataManager::UniformHandle fMinVarianceUni;
-
- SkColor3f fAmbientColor;
- GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
- };
-
- void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
- GLSLShadowFP::GenKey(*this, caps, b);
- }
-
- const char* name() const override { return "shadowFP"; }
-
- int32_t numLights() const { return fNumNonAmbLights; }
- const SkColor3f& ambientColor() const { return fAmbientColor; }
- bool isPointLight(int i) const {
- SkASSERT(i < fNumNonAmbLights);
- return fIsPointLight[i];
- }
- bool isRadialLight(int i) const {
- SkASSERT(i < fNumNonAmbLights);
- return fIsRadialLight[i];
- }
- const SkVector3& lightDirOrPos(int i) const {
- SkASSERT(i < fNumNonAmbLights);
- return fLightDirOrPos[i];
- }
- const SkVector3& lightColor(int i) const {
- SkASSERT(i < fNumNonAmbLights);
- return fLightColor[i];
- }
- int depthMapWidth(int i) const {
- SkASSERT(i < fNumNonAmbLights);
- return fDepthMapWidth[i];
- }
- int depthMapHeight(int i) const {
- SkASSERT(i < fNumNonAmbLights);
- return fDepthMapHeight[i];
- }
- int width() const {return fWidth; }
- int height() const {return fHeight; }
-
- const SkShadowParams& shadowParams() const {return fShadowParams; }
-
-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 ||
- fNumNonAmbLights != shadowFP.fNumNonAmbLights) {
- return false;
- }
-
- if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
- return false;
- }
-
- for (int i = 0; i < fNumNonAmbLights; i++) {
- if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] ||
- fLightColor[i] != shadowFP.fLightColor[i] ||
- fIsPointLight[i] != shadowFP.fIsPointLight[i] ||
- fIsRadialLight[i] != shadowFP.fIsRadialLight[i]) {
- return false;
- }
-
- if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] ||
- fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
- return false;
- }
- }
-
- return true;
- }
-
- int fNumNonAmbLights;
-
- bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
- bool fIsRadialLight[SkShadowShader::kMaxNonAmbientLights];
- SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
- SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
- TextureSampler fDepthMapSampler[SkShadowShader::kMaxNonAmbientLights];
- sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
-
- int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
- int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
-
- int fHeight;
- int fWidth;
-
- SkShadowParams fShadowParams;
-
- 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,
- fShadowParams, 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;
-
- const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader);
-
- fNonAmbLightCnt = lightShader.fLights->numLights();
- fShadowMapPixels = new SkPixmap[fNonAmbLightCnt];
-
- for (int i = 0; i < fNonAmbLightCnt; i++) {
- if (lightShader.fLights->light(i).type() == SkLights::Light::kDirectional_LightType) {
- lightShader.fLights->light(i).getShadowMap()->
- peekPixels(&fShadowMapPixels[i]);
- }
- }
-}
-
-SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() {
- delete[] fShadowMapPixels;
-
- // 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];
- SkPMColor povDepth[BUFFER_MAX];
-
- do {
- int n = SkTMin(count, BUFFER_MAX);
-
- fDiffuseContext->shadeSpan(x, y, diffuse, n);
- fPovDepthContext->shadeSpan(x, y, povDepth, n);
-
- for (int i = 0; i < n; ++i) {
- SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
- SkColor povDepthColor = povDepth[i];
-
- SkColor3f totalLight = lightShader.fLights->ambientLightColor();
- // 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);
-
- int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel
-
- if (light.type() == SkLights::Light::kDirectional_LightType) {
-
- int xOffset = SkScalarRoundToInt(light.dir().fX * pvDepth);
- int yOffset = SkScalarRoundToInt(light.dir().fY * pvDepth);
-
- int shX = SkClampMax(x + i + xOffset, light.getShadowMap()->width() - 1);
- int shY = SkClampMax(y + yOffset, light.getShadowMap()->height() - 1);
-
- int shDepth = 0;
- int shDepthsq = 0;
-
- // pixmaps that point to things have nonzero heights
- if (fShadowMapPixels[l].height() > 0) {
- uint32_t pix = *fShadowMapPixels[l].addr32(shX, shY);
- SkColor shColor(pix);
-
- shDepth = SkColorGetB(shColor);
- shDepthsq = SkColorGetG(shColor) * 256;
- } else {
- // Make lights w/o a shadow map receive the full light contribution
- shDepth = pvDepth;
- }
-
- SkScalar lightProb = 1.0f;
- if (pvDepth < shDepth) {
- if (lightShader.fShadowParams.fType ==
- SkShadowParams::ShadowType::kVariance_ShadowType) {
- int variance = SkMaxScalar(shDepthsq - shDepth * shDepth,
- lightShader.fShadowParams.fMinVariance);
- int d = pvDepth - shDepth;
-
- lightProb = (SkScalar) variance / ((SkScalar) (variance + d * d));
-
- SkScalar bias = lightShader.fShadowParams.fBiasingConstant;
-
- lightProb = SkMaxScalar((lightProb - bias) / (1.0f - bias), 0.0f);
- } else {
- lightProb = 0.0f;
- }
- }
-
- // assume object normals are pointing straight up
- totalLight.fX += light.dir().fZ * light.color().fX * lightProb;
- totalLight.fY += light.dir().fZ * light.color().fY * lightProb;
- totalLight.fZ += light.dir().fZ * light.color().fZ * lightProb;
-
- } else {
- // right now we only expect directional and point light types.
- SkASSERT(light.type() == SkLights::Light::kPoint_LightType);
-
- int height = lightShader.fDiffuseHeight;
-
- SkVector3 fragToLight = SkVector3::Make(light.pos().fX - x - i,
- light.pos().fY - (height - y),
- light.pos().fZ - pvDepth);
-
- SkScalar dist = fragToLight.length();
- SkScalar normalizedZ = fragToLight.fZ / dist;
-
- SkScalar distAttenuation = light.intensity() / (1.0f + dist);
-
- // assume object normals are pointing straight up
- totalLight.fX += normalizedZ * light.color().fX * distAttenuation;
- totalLight.fY += normalizedZ * light.color().fY * distAttenuation;
- totalLight.fZ += normalizedZ * light.color().fZ * distAttenuation;
- }
- }
-
- SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * totalLight.fX,
- SkColorGetG(diffColor) * totalLight.fY,
- SkColorGetB(diffColor) * totalLight.fZ);
-
- result[i] = convert(totalColor, 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);
-
- sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf);
-
- SkShadowParams params;
- params.fMinVariance = buf.readScalar();
- params.fBiasingConstant = buf.readScalar();
- params.fType = (SkShadowParams::ShadowType) buf.readInt();
- params.fShadowRadius = buf.readScalar();
-
- 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,
- params);
-}
-
-void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
- this->INHERITED::flatten(buf);
-
- fLights->flatten(buf);
-
- buf.writeScalar(fShadowParams.fMinVariance);
- buf.writeScalar(fShadowParams.fBiasingConstant);
- buf.writeInt(fShadowParams.fType);
- buf.writeScalar(fShadowParams.fShadowRadius);
-
- 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,
- const SkShadowParams& params) {
- 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,
- params);
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
- SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
-
-///////////////////////////////////////////////////////////////////////////////
-
-#endif
diff --git a/src/core/SkShadowShader.h b/src/core/SkShadowShader.h
deleted file mode 100644
index ea05ccae89..0000000000
--- a/src/core/SkShadowShader.h
+++ /dev/null
@@ -1,40 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-
-#ifndef SkShadowShader_DEFINED
-#define SkShadowShader_DEFINED
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-class SkLights;
-class SkShader;
-
-class SK_API SkShadowShader {
-public:
- /** This shader combines the diffuse color in 'diffuseShader' with the shadows
- * determined by the 'povDepthShader' and the shadow maps stored in each of the
- * lights in 'lights'
- *
- * Please note that the shadow shader is required to be in Stage0, otherwise
- * the texture coords will be wrong within the shader.
- */
- static sk_sp<SkShader> Make(sk_sp<SkShader> povDepthShader,
- sk_sp<SkShader> diffuseShader,
- sk_sp<SkLights> lights,
- int diffuseWidth, int diffuseHeight,
- const SkShadowParams& params);
-
- // The shadow shader supports any number of ambient lights, but only
- // 4 non-ambient lights (currently just refers to directional lights).
- static constexpr int kMaxNonAmbientLights = 4;
-
- SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
-};
-
-#endif
-#endif
diff --git a/src/utils/SkShadowPaintFilterCanvas.cpp b/src/utils/SkShadowPaintFilterCanvas.cpp
deleted file mode 100644
index bf4a4242f2..0000000000
--- a/src/utils/SkShadowPaintFilterCanvas.cpp
+++ /dev/null
@@ -1,307 +0,0 @@
-/*
- * 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 "SkPathEffect.h"
-#include "SkShadowPaintFilterCanvas.h"
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-SkShadowPaintFilterCanvas::SkShadowPaintFilterCanvas(SkCanvas *canvas)
- : SkPaintFilterCanvas(canvas) {
- fShadowParams.fShadowRadius = 0.0f;
- fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
- fShadowParams.fBiasingConstant = 0.0f;
- fShadowParams.fMinVariance = 0.0f;
-}
-
-// TODO use a shader instead
-bool SkShadowPaintFilterCanvas::onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const {
- if (*paint) {
- int z = this->getZ();
- SkASSERT(z <= 0xFF && z >= 0x00);
-
- SkPaint newPaint;
- newPaint.setPathEffect(sk_ref_sp<SkPathEffect>((*paint)->getPathEffect()));
-
- SkColor color = 0xFF000000; // init color to opaque black
- color |= z; // Put the index into the blue component
-
- if (fShadowParams.fType == SkShadowParams::kVariance_ShadowType) {
- int z2 = z * z;
- if (z2 > 255 * 256) {
- color |= 0xff00;
- } else {
- // Let's only store the more significant bits of z2 to save space.
- // In practice, this should barely impact shadow blur quality.
- color |= z2 & 0x0000ff00;
- }
- }
- newPaint.setColor(color);
-
- *paint->writable() = newPaint;
- }
-
- return true;
-}
-
-SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
- int width, int height) {
- if (light.type() != SkLights::Light::kDirectional_LightType) {
- // Calculating the right depth map size for point lights is complex,
- // as it depends on the max depth, the max depth delta, the location
- // of the point light and the shapes, etc... If we take upper bounds
- // on those metrics, the shadow map will be pretty big in any case.
- // Thus, just using 4x the width and height seems to work for most scenes.
- return {width * 4, height * 4};
- }
-
- int dMapWidth = SkMin32(maxDepth * fabs(light.dir().fX) + width,
- width * 2);
- int dMapHeight = SkMin32(maxDepth * fabs(light.dir().fY) + height,
- height * 2);
- return SkISize::Make(dMapWidth, dMapHeight);
-}
-
-void SkShadowPaintFilterCanvas::setShadowParams(const SkShadowParams &params) {
- fShadowParams = params;
-}
-
-void SkShadowPaintFilterCanvas::onDrawPicture(const SkPicture *picture, const SkMatrix *matrix,
- const SkPaint *paint) {
- SkTCopyOnFirstWrite<SkPaint> filteredPaint(paint);
- if (this->onFilter(&filteredPaint, kPicture_Type)) {
- SkCanvas::onDrawPicture(picture, matrix, filteredPaint);
- }
-}
-
-void SkShadowPaintFilterCanvas::updateMatrix() {
- // It is up to the user to set the 0th light in fLights to
- // the light the want to render the depth map with.
- if (this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
- const SkVector3& lightDir = this->fLights->light(0).dir();
- SkScalar x = lightDir.fX * this->getZ();
- SkScalar y = lightDir.fY * this->getZ();
-
- this->translate(x, y);
- } else if (this->fLights->light(0).type() == SkLights::Light::kPoint_LightType) {
- SkISize size = this->getBaseLayerSize();
-
- SkPoint3 lightPos = this->fLights->light(0).pos();
-
- // shadow maps for point lights are 4x the size of the diffuse map, by experimentation
- // (see SPFCanvas::ComputeDepthMapSize())
- SkScalar diffuseHeight = size.fHeight / 4.0f;
-
- // move point light with canvas's CTM
- SkPoint lightPoint = SkPoint::Make(lightPos.fX, diffuseHeight - lightPos.fY);
- SkMatrix mat = this->getTotalMatrix();
- if (mat.invert(&mat)) {
- mat.mapPoints(&lightPoint, 1);
- }
- lightPoint.set(lightPoint.fX, diffuseHeight - lightPoint.fY);
-
- // center the shadow map
- // note: the 3/8 constant is specific to the 4.0 depth map size multiplier
- mat = this->getTotalMatrix();
- mat.postTranslate(size.width() * 0.375f, size.height() * 0.375f);
- this->setMatrix(mat);
-
- // project shapes onto canvas as shadows
- SkScalar scale = (lightPos.fZ) / (lightPos.fZ - this->getZ());
- this->scale(scale, scale);
-
- this->translate(-lightPoint.fX * this->getZ() /
- ((lightPos.fZ - this->getZ()) * scale),
- -(diffuseHeight - lightPoint.fY) * this->getZ() /
- ((lightPos.fZ - this->getZ()) * scale));
- }
-}
-
-void SkShadowPaintFilterCanvas::onDrawPaint(const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawPaint(paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
- const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawPoints(mode, count, pts, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawRect(const SkRect &rect, const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawRect(rect, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawRRect(const SkRRect &rrect, const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawRRect(rrect, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawDRRect(const SkRRect &outer, const SkRRect &inner,
- const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawDRRect(outer, inner, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawOval(const SkRect &rect, const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawOval(rect, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawArc(const SkRect &rect, SkScalar startAngle,
- SkScalar sweepAngle, bool useCenter,
- const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawArc(rect, startAngle, sweepAngle, useCenter, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawPath(const SkPath &path, const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawPath(path, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawBitmap(const SkBitmap &bm, SkScalar left, SkScalar top,
- const SkPaint *paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawBitmap(bm, left, top, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawBitmapRect(const SkBitmap &bm, const SkRect *src,
- const SkRect &dst, const SkPaint *paint,
- SrcRectConstraint constraint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawBitmapNine(const SkBitmap &bm, const SkIRect &center,
- const SkRect &dst, const SkPaint *paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawBitmapNine(bm, center, dst, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawImage(const SkImage *image, SkScalar left,
- SkScalar top, const SkPaint *paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawImage(image, left, top, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawImageRect(const SkImage *image, const SkRect *src,
- const SkRect &dst, const SkPaint *paint,
- SrcRectConstraint constraint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawImageNine(const SkImage *image, const SkIRect &center,
- const SkRect &dst, const SkPaint *paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawImageNine(image, center, dst, paint);
- this->restore();
-}
-
-
-void SkShadowPaintFilterCanvas::onDrawVertices(VertexMode vmode, int vertexCount,
- const SkPoint vertices[], const SkPoint texs[],
- const SkColor colors[], SkXfermode *xmode,
- const uint16_t indices[], int indexCount,
- const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors,
- xmode, indices, indexCount, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawPatch(const SkPoint cubics[], const SkColor colors[],
- const SkPoint texCoords[], SkXfermode *xmode,
- const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawText(const void *text, size_t byteLength, SkScalar x,
- SkScalar y, const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawText(text, byteLength, x, y, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawPosText(const void *text, size_t byteLength,
- const SkPoint pos[], const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawPosText(text, byteLength, pos, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawPosTextH(const void *text, size_t byteLength,
- const SkScalar xpos[],
- SkScalar constY, const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawTextOnPath(const void *text, size_t byteLength,
- const SkPath &path, const SkMatrix *matrix,
- const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawTextRSXform(const void *text, size_t byteLength,
- const SkRSXform xform[], const SkRect *cull,
- const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint);
- this->restore();
-}
-
-void SkShadowPaintFilterCanvas::onDrawTextBlob(const SkTextBlob *blob, SkScalar x, SkScalar y,
- const SkPaint &paint) {
- this->save();
- this->updateMatrix();
- this->INHERITED::onDrawTextBlob(blob, x, y, paint);
- this->restore();
-}
-
-#endif
diff --git a/src/utils/SkShadowPaintFilterCanvas.h b/src/utils/SkShadowPaintFilterCanvas.h
deleted file mode 100644
index 190c68b7ce..0000000000
--- a/src/utils/SkShadowPaintFilterCanvas.h
+++ /dev/null
@@ -1,117 +0,0 @@
-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#ifndef SkShadowPaintFilterCanvas_DEFINED
-#define SkShadowPaintFilterCanvas_DEFINED
-
-#include "SkPaintFilterCanvas.h"
-
-#ifdef SK_EXPERIMENTAL_SHADOWING
-
-/** \class SkShadowPaintFilterCanvas
- *
- * A utility proxy class for implementing shadow maps.
- *
- * We override the onFilter method to draw depths into the canvas
- * depending on the current draw depth of the canvas, throwing out
- * the actual draw color.
- *
- * Note that we can only do this for one light at a time!
- * It is up to the user to set the 0th light in fLights to
- * the light the want to render the depth map with.
- */
-class SkShadowPaintFilterCanvas : public SkPaintFilterCanvas {
-public:
-
- SkShadowPaintFilterCanvas(SkCanvas *canvas);
-
- // TODO use a shader instead
- bool onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const override;
-
- static SkISize ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
- int width, int height);
-
- void setShadowParams(const SkShadowParams &params);
-protected:
- void updateMatrix();
-
- void onDrawPicture(const SkPicture *picture, const SkMatrix *matrix,
- const SkPaint *paint) override;
-
- void onDrawPaint(const SkPaint &paint) override;
-
- void onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
- const SkPaint &paint) override;
-
- void onDrawRect(const SkRect &rect, const SkPaint &paint) override;
-
- void onDrawRRect(const SkRRect &rrect, const SkPaint &paint) override;
-
- void onDrawDRRect(const SkRRect &outer, const SkRRect &inner,
- const SkPaint &paint) override;
-
- void onDrawOval(const SkRect &rect, const SkPaint &paint) override;
-
- void onDrawArc(const SkRect&, SkScalar, SkScalar, bool, const SkPaint&) override;
-
- void onDrawPath(const SkPath &path, const SkPaint &paint) override;
-
- void onDrawBitmap(const SkBitmap &bm, SkScalar left, SkScalar top,
- const SkPaint *paint) override;
-
- void onDrawBitmapRect(const SkBitmap &bm, const SkRect *src, const SkRect &dst,
- const SkPaint *paint, SrcRectConstraint constraint) override;
-
- void onDrawBitmapNine(const SkBitmap &bm, const SkIRect &center,
- const SkRect &dst, const SkPaint *paint) override;
-
- void onDrawImage(const SkImage *image, SkScalar left, SkScalar top,
- const SkPaint *paint) override;
-
- void onDrawImageRect(const SkImage *image, const SkRect *src,
- const SkRect &dst, const SkPaint *paint,
- SrcRectConstraint constraint) override;
-
- void onDrawImageNine(const SkImage *image, const SkIRect &center,
- const SkRect &dst, const SkPaint *paint) override;
-
- void onDrawVertices(VertexMode vmode, int vertexCount,
- const SkPoint vertices[], const SkPoint texs[],
- const SkColor colors[], SkXfermode *xmode,
- const uint16_t indices[], int indexCount,
- const SkPaint &paint) override;
-
- void onDrawPatch(const SkPoint cubics[], const SkColor colors[],
- const SkPoint texCoords[], SkXfermode *xmode,
- const SkPaint &paint) override;
-
- void onDrawText(const void *text, size_t byteLength, SkScalar x, SkScalar y,
- const SkPaint &paint) override;
-
- void onDrawPosText(const void *text, size_t byteLength, const SkPoint pos[],
- const SkPaint &paint) override;
-
- void onDrawPosTextH(const void *text, size_t byteLength, const SkScalar xpos[],
- SkScalar constY, const SkPaint &paint) override;
-
- void onDrawTextOnPath(const void *text, size_t byteLength, const SkPath &path,
- const SkMatrix *matrix, const SkPaint &paint) override;
-
- void onDrawTextRSXform(const void *text, size_t byteLength,
- const SkRSXform xform[], const SkRect *cull,
- const SkPaint &paint) override;
-
- void onDrawTextBlob(const SkTextBlob *blob, SkScalar x,
- SkScalar y, const SkPaint &paint) override;
-private:
- SkShadowParams fShadowParams;
- typedef SkPaintFilterCanvas INHERITED;
-};
-
-
-#endif
-#endif
diff --git a/tools/debugger/SkDebugCanvas.cpp b/tools/debugger/SkDebugCanvas.cpp
index 3b84b85934..bed6da03cf 100644
--- a/tools/debugger/SkDebugCanvas.cpp
+++ b/tools/debugger/SkDebugCanvas.cpp
@@ -58,17 +58,6 @@ protected:
this->SkCanvas::onDrawPicture(picture, matrix, paint);
}
- void onDrawShadowedPicture(const SkPicture* picture,
- const SkMatrix* matrix,
- const SkPaint* paint,
- const SkShadowParams& params) {
-#ifdef SK_EXPERIMENTAL_SHADOWING
- this->SkCanvas::onDrawShadowedPicture(picture, matrix, paint, params);
-#else
- this->SkCanvas::onDrawPicture(picture, matrix, paint);
-#endif
- }
-
private:
bool fOverdrawViz;
bool fOverrideFilterQuality;
@@ -546,16 +535,6 @@ void SkDebugCanvas::onDrawPicture(const SkPicture* picture,
this->addDrawCommand(new SkEndDrawPictureCommand(SkToBool(matrix) || SkToBool(paint)));
}
-void SkDebugCanvas::onDrawShadowedPicture(const SkPicture* picture,
- const SkMatrix* matrix,
- const SkPaint* paint,
- const SkShadowParams& params) {
- this->addDrawCommand(new SkBeginDrawShadowedPictureCommand(picture, matrix, paint, params));
- SkAutoCanvasMatrixPaint acmp(this, matrix, paint, picture->cullRect());
- picture->playback(this);
- this->addDrawCommand(new SkEndDrawShadowedPictureCommand(SkToBool(matrix) || SkToBool(paint)));
-}
-
void SkDebugCanvas::onDrawPoints(PointMode mode, size_t count,
const SkPoint pts[], const SkPaint& paint) {
this->addDrawCommand(new SkDrawPointsCommand(mode, count, pts, paint));
diff --git a/tools/debugger/SkDebugCanvas.h b/tools/debugger/SkDebugCanvas.h
index 7c6a0f4d54..6eb3456dff 100644
--- a/tools/debugger/SkDebugCanvas.h
+++ b/tools/debugger/SkDebugCanvas.h
@@ -244,18 +244,6 @@ protected:
void onDrawPicture(const SkPicture*, const SkMatrix*, const SkPaint*) override;
-#ifdef SK_EXPERIMENTAL_SHADOWING
- void onDrawShadowedPicture(const SkPicture*,
- const SkMatrix*,
- const SkPaint*,
- const SkShadowParams& params) override;
-#else
- void onDrawShadowedPicture(const SkPicture*,
- const SkMatrix*,
- const SkPaint*,
- const SkShadowParams& params);
-#endif
-
void markActiveCommands(int index);
private:
diff --git a/tools/debugger/SkDrawCommand.cpp b/tools/debugger/SkDrawCommand.cpp
index 23cc6b21f8..6029f83018 100644
--- a/tools/debugger/SkDrawCommand.cpp
+++ b/tools/debugger/SkDrawCommand.cpp
@@ -204,7 +204,6 @@ SkDrawCommand::~SkDrawCommand() {
const char* SkDrawCommand::GetCommandString(OpType type) {
switch (type) {
case kBeginDrawPicture_OpType: return "BeginDrawPicture";
- case kBeginDrawShadowedPicture_OpType: return "BeginDrawShadowedPicture";
case kClipPath_OpType: return "ClipPath";
case kClipRegion_OpType: return "ClipRegion";
case kClipRect_OpType: return "ClipRect";
@@ -234,7 +233,6 @@ const char* SkDrawCommand::GetCommandString(OpType type) {
case kDrawTextRSXform_OpType: return "DrawTextRSXform";
case kDrawVertices_OpType: return "DrawVertices";
case kEndDrawPicture_OpType: return "EndDrawPicture";
- case kEndDrawShadowedPicture_OpType: return "EndDrawShadowedPicture";
case kRestore_OpType: return "Restore";
case kSave_OpType: return "Save";
case kSaveLayer_OpType: return "SaveLayer";
@@ -2595,91 +2593,6 @@ void SkEndDrawPictureCommand::execute(SkCanvas* canvas) const {
}
}
-SkBeginDrawShadowedPictureCommand::SkBeginDrawShadowedPictureCommand(const SkPicture* picture,
- const SkMatrix* matrix,
- const SkPaint* paint,
- const SkShadowParams& params)
- : INHERITED(kBeginDrawShadowedPicture_OpType)
-#ifdef SK_EXPERIMENTAL_SHADOWING
- , fPicture(SkRef(picture))
- , fShadowParams(params) {
-#else
- , fPicture(SkRef(picture)) {
-#endif
- SkString* str = new SkString;
- str->appendf("SkPicture: L: %f T: %f R: %f B: %f\n",
- picture->cullRect().fLeft, picture->cullRect().fTop,
- picture->cullRect().fRight, picture->cullRect().fBottom);
- str->appendf("SkShadowParams: bias:%f, minVariance:%f, shRadius:%f, shType:",
- params.fBiasingConstant,
- params.fMinVariance,
- params.fShadowRadius);
-
- SkASSERT(SkShadowParams::kShadowTypeCount == 2);
-
- switch (params.fType) {
- case SkShadowParams::ShadowType::kNoBlur_ShadowType:
- str->append("kNoBlur_ShadowType\n");
- break;
- case SkShadowParams::ShadowType::kVariance_ShadowType:
- str->append("kVariance_ShadowType\n");
- break;
- }
-
- fInfo.push(str);
-
- if (matrix) {
- fMatrix.set(*matrix);
- fInfo.push(SkObjectParser::MatrixToString(*matrix));
- }
-
- if (paint) {
- fPaint.set(*paint);
- fInfo.push(SkObjectParser::PaintToString(*paint));
- }
-}
-
-void SkBeginDrawShadowedPictureCommand::execute(SkCanvas* canvas) const {
- if (fPaint.isValid()) {
- SkRect bounds = fPicture->cullRect();
- if (fMatrix.isValid()) {
- fMatrix.get()->mapRect(&bounds);
- }
- canvas->saveLayer(&bounds, fPaint.get());
- }
-
- if (fMatrix.isValid()) {
- if (!fPaint.isValid()) {
- canvas->save();
- }
- canvas->concat(*fMatrix.get());
- }
-}
-
-bool SkBeginDrawShadowedPictureCommand::render(SkCanvas* canvas) const {
- canvas->clear(0xFFFFFFFF);
- canvas->save();
-
- xlate_and_scale_to_bounds(canvas, fPicture->cullRect());
-#ifdef SK_EXPERIMENTAL_SHADOWING
- canvas->drawShadowedPicture(fPicture.get(), fMatrix.get(), fPaint.get(), fShadowParams);
-#else
- canvas->drawPicture(fPicture.get(), fMatrix.get(), fPaint.get());
-#endif
- canvas->restore();
-
- return true;
-}
-
-SkEndDrawShadowedPictureCommand::SkEndDrawShadowedPictureCommand(bool restore)
- : INHERITED(kEndDrawShadowedPicture_OpType) , fRestore(restore) { }
-
-void SkEndDrawShadowedPictureCommand::execute(SkCanvas* canvas) const {
- if (fRestore) {
- canvas->restore();
- }
-}
-
SkDrawPointsCommand::SkDrawPointsCommand(SkCanvas::PointMode mode, size_t count,
const SkPoint pts[], const SkPaint& paint)
: INHERITED(kDrawPoints_OpType) {
diff --git a/tools/debugger/SkDrawCommand.h b/tools/debugger/SkDrawCommand.h
index 4004b3bc2c..ff64dd5d9f 100644
--- a/tools/debugger/SkDrawCommand.h
+++ b/tools/debugger/SkDrawCommand.h
@@ -24,7 +24,6 @@ class SkDrawCommand {
public:
enum OpType {
kBeginDrawPicture_OpType,
- kBeginDrawShadowedPicture_OpType,
kClipPath_OpType,
kClipRegion_OpType,
kClipRect_OpType,
@@ -54,7 +53,6 @@ public:
kDrawTextRSXform_OpType,
kDrawVertices_OpType,
kEndDrawPicture_OpType,
- kEndDrawShadowedPicture_OpType,
kRestore_OpType,
kSave_OpType,
kSaveLayer_OpType,
@@ -496,39 +494,6 @@ private:
typedef SkDrawCommand INHERITED;
};
-class SkBeginDrawShadowedPictureCommand : public SkDrawCommand {
-public:
- SkBeginDrawShadowedPictureCommand(const SkPicture* picture,
- const SkMatrix* matrix,
- const SkPaint* paint,
- const SkShadowParams& params);
-
- void execute(SkCanvas* canvas) const override;
- bool render(SkCanvas* canvas) const override;
-
-private:
- sk_sp<const SkPicture> fPicture;
- SkTLazy<SkMatrix> fMatrix;
- SkTLazy<SkPaint> fPaint;
-#ifdef SK_EXPERIMENTAL_SHADOWING
- SkShadowParams fShadowParams;
-#endif
-
- typedef SkDrawCommand INHERITED;
-};
-
-class SkEndDrawShadowedPictureCommand : public SkDrawCommand {
-public:
- SkEndDrawShadowedPictureCommand(bool restore);
-
- void execute(SkCanvas* canvas) const override;
-
-private:
- bool fRestore;
-
- typedef SkDrawCommand INHERITED;
-};
-
class SkDrawPointsCommand : public SkDrawCommand {
public:
SkDrawPointsCommand(SkCanvas::PointMode mode, size_t count, const SkPoint pts[],