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authorGravatar vjiaoblack <vjiaoblack@google.com>2016-08-05 07:55:01 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-08-05 07:55:01 -0700
commit955e879c6dc9c74224d5a25a67e9eecdee4d4ae8 (patch)
tree429d81a0fc11e63118a5c638c3c7f4e98643d51d /src/core/SkShadowShader.cpp
parent9aff85a545703af5880e10726dfb40005ea9934e (diff)
Making a sample for shadow maps for more intensive development
Merge branch 'shadow-gm' into shadow-sample Added variable size shadow maps. Also fixed some bugs BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2198933002 Review-Url: https://codereview.chromium.org/2198933002
Diffstat (limited to 'src/core/SkShadowShader.cpp')
-rw-r--r--src/core/SkShadowShader.cpp57
1 files changed, 32 insertions, 25 deletions
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
index c5a99e9e91..5fc992acc1 100644
--- a/src/core/SkShadowShader.cpp
+++ b/src/core/SkShadowShader.cpp
@@ -14,7 +14,6 @@
////////////////////////////////////////////////////////////////////////////
#ifdef SK_EXPERIMENTAL_SHADOWING
-#define SK_MAX_NON_AMBIENT_LIGHTS 4
/** \class SkShadowShaderImpl
This subclass of shader applies shadowing
@@ -116,12 +115,12 @@ public:
for (int i = 0; i < lights->numLights(); ++i) {
if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
fAmbientColor += lights->light(i).color();
- } else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){
+ } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) {
fLightColor[fNumDirLights] = lights->light(i).color();
fLightDir[fNumDirLights] = lights->light(i).dir();
- SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap().get());
+ SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
- // this sk_sp gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
+ // gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
GrTextureParams::ClampNoFilter(),
SkSourceGammaTreatment::kIgnore));
@@ -154,13 +153,15 @@ public:
// add uniforms
int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
- SkASSERT(numLights <= SK_MAX_NON_AMBIENT_LIGHTS);
+ SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
- const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
- const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
+ const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
- const char* depthMapWidthUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
- const char* depthMapHeightUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
+ const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights]
+ = {nullptr};
+ const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights]
+ = {nullptr};
SkString lightDirUniNameBase("lightDir");
SkString lightColorUniNameBase("lightColor");
@@ -222,7 +223,7 @@ public:
SkString diffuseColor("inDiffuseColor");
this->emitChild(1, nullptr, &diffuseColor, args);
- SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS];
+ SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
for (int i = 0; i < numLights; i++) {
SkString povCoord("povCoord");
@@ -354,15 +355,21 @@ public:
}
private:
- SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS];
- GrGLSLProgramDataManager::UniformHandle fLightDirUni[SK_MAX_NON_AMBIENT_LIGHTS];
- SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS];
- GrGLSLProgramDataManager::UniformHandle fLightColorUni[SK_MAX_NON_AMBIENT_LIGHTS];
+ SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
+ GrGLSLProgramDataManager::UniformHandle
+ fLightDirUni[SkShadowShader::kMaxNonAmbientLights];
- int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS];
- GrGLSLProgramDataManager::UniformHandle fDepthMapWidthUni[SK_MAX_NON_AMBIENT_LIGHTS];
- int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS];
- GrGLSLProgramDataManager::UniformHandle fDepthMapHeightUni[SK_MAX_NON_AMBIENT_LIGHTS];
+ 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;
@@ -436,13 +443,13 @@ private:
int fNumDirLights;
- SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS];
- SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS];
- GrTextureAccess fDepthMapAccess[SK_MAX_NON_AMBIENT_LIGHTS];
- sk_sp<GrTexture> fTexture[SK_MAX_NON_AMBIENT_LIGHTS];
+ SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
+ SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
+ GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
+ sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
- int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS];
- int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS];
+ int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
+ int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
int fHeight;
int fWidth;
@@ -647,7 +654,7 @@ void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
buf.writeScalarArray(&light.dir().fX, 3);
}
- buf.writeImage(light.getShadowMap().get());
+ buf.writeImage(light.getShadowMap());
}
buf.writeInt(fDiffuseWidth);