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authorGravatar vjiaoblack <vjiaoblack@google.com>2016-09-09 09:22:39 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-09-09 09:22:40 -0700
commitb2796fdd9eab88836795d6a54cf6811af6ecdc81 (patch)
treeb1f8b1870ffc70683cd49264c23f03d2402e0133 /src/core/SkCanvas.cpp
parent55bcc8e0af3415601b3d62252a0d579fbe87c85a (diff)
Added in Radial Shadows
Diffstat (limited to 'src/core/SkCanvas.cpp')
-rw-r--r--src/core/SkCanvas.cpp166
1 files changed, 104 insertions, 62 deletions
diff --git a/src/core/SkCanvas.cpp b/src/core/SkCanvas.cpp
index a543a5cc5b..6e898fa1bb 100644
--- a/src/core/SkCanvas.cpp
+++ b/src/core/SkCanvas.cpp
@@ -26,6 +26,7 @@
#include "SkPaintPriv.h"
#include "SkPatchUtils.h"
#include "SkPicture.h"
+#include "SkRadialShadowMapShader.h"
#include "SkRasterClip.h"
#include "SkReadPixelsRec.h"
#include "SkRRect.h"
@@ -3239,66 +3240,6 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture,
sk_sp<SkImage> povDepthMap;
sk_sp<SkImage> diffuseMap;
- // 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)
-
- if (fLights->light(i).getShadowMap() != nullptr) {
- continue;
- }
-
- // 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
- SkISize shMapSize = SkShadowPaintFilterCanvas::ComputeDepthMapSize(
- fLights->light(i), 255,
- picture->cullRect().width(),
- 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);
- sk_sp<SkImage> 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());
- }
- }
-
// povDepthMap
{
SkLights::Builder builder;
@@ -3338,15 +3279,116 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture,
diffuseMap = surf->makeImageSnapshot();
}
- SkPaint shadowPaint;
sk_sp<SkShader> povDepthShader = povDepthMap->makeShader(SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode);
sk_sp<SkShader> diffuseShader = diffuseMap->makeShader(SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode);
+
+ // 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),
- std::move(fLights),
+ fLights,
diffuseMap->width(),
diffuseMap->height(),
params);