aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/core
diff options
context:
space:
mode:
authorGravatar vjiaoblack <vjiaoblack@google.com>2016-08-01 10:02:31 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-08-01 10:02:31 -0700
commit53da5ba619553aa47dfe27c315f7deae389e6b07 (patch)
treeb675e9d6ac4e20000be44ad4cd1e8c273f6d856e /src/core
parentabbd6d5e02832d53a939be15b78de592d88fe9ec (diff)
adding new GM to demostrate new shadows
Diffstat (limited to 'src/core')
-rw-r--r--src/core/SkShadowShader.cpp719
-rw-r--r--src/core/SkShadowShader.h32
2 files changed, 751 insertions, 0 deletions
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
new file mode 100644
index 0000000000..c5a99e9e91
--- /dev/null
+++ b/src/core/SkShadowShader.cpp
@@ -0,0 +1,719 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+
+#include "SkLights.h"
+#include "SkReadBuffer.h"
+#include "SkShadowShader.h"
+#include "SkPoint3.h"
+
+////////////////////////////////////////////////////////////////////////////
+#ifdef SK_EXPERIMENTAL_SHADOWING
+
+#define SK_MAX_NON_AMBIENT_LIGHTS 4
+
+/** \class SkShadowShaderImpl
+ This subclass of shader applies shadowing
+*/
+class SkShadowShaderImpl : public SkShader {
+public:
+ /** Create a new shadowing shader that shadows
+ @param to do to do
+ */
+ SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
+ sk_sp<SkShader> diffuseShader,
+ sk_sp<SkLights> lights,
+ int diffuseWidth, int diffuseHeight)
+ : fPovDepthShader(std::move(povDepthShader))
+ , fDiffuseShader(std::move(diffuseShader))
+ , fLights(std::move(lights))
+ , fDiffuseWidth(diffuseWidth)
+ , fDiffuseHeight(diffuseHeight) { }
+
+ bool isOpaque() const override;
+
+#if SK_SUPPORT_GPU
+ sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
+#endif
+
+ class ShadowShaderContext : public SkShader::Context {
+ public:
+ // The context takes ownership of the states. It will call their destructors
+ // but will NOT free the memory.
+ ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&,
+ SkShader::Context* povDepthContext,
+ SkShader::Context* diffuseContext,
+ void* heapAllocated);
+
+ ~ShadowShaderContext() override;
+
+ void shadeSpan(int x, int y, SkPMColor[], int count) override;
+
+ uint32_t getFlags() const override { return fFlags; }
+
+ private:
+ SkShader::Context* fPovDepthContext;
+ SkShader::Context* fDiffuseContext;
+ uint32_t fFlags;
+
+ void* fHeapAllocated;
+
+ typedef SkShader::Context INHERITED;
+ };
+
+ SK_TO_STRING_OVERRIDE()
+ SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl)
+
+protected:
+ void flatten(SkWriteBuffer&) const override;
+ size_t onContextSize(const ContextRec&) const override;
+ Context* onCreateContext(const ContextRec&, void*) const override;
+
+private:
+ sk_sp<SkShader> fPovDepthShader;
+ sk_sp<SkShader> fDiffuseShader;
+ sk_sp<SkLights> fLights;
+
+ int fDiffuseWidth;
+ int fDiffuseHeight;
+
+ friend class SkShadowShader;
+
+ typedef SkShader INHERITED;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+#if SK_SUPPORT_GPU
+
+#include "GrCoordTransform.h"
+#include "GrFragmentProcessor.h"
+#include "GrInvariantOutput.h"
+#include "glsl/GrGLSLFragmentProcessor.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "SkGr.h"
+#include "SkGrPriv.h"
+#include "SkSpecialImage.h"
+#include "SkImage_Base.h"
+#include "GrContext.h"
+
+class ShadowFP : public GrFragmentProcessor {
+public:
+ ShadowFP(sk_sp<GrFragmentProcessor> povDepth,
+ sk_sp<GrFragmentProcessor> diffuse,
+ sk_sp<SkLights> lights,
+ int diffuseWidth, int diffuseHeight,
+ GrContext* context) {
+
+ // fuse all ambient lights into a single one
+ fAmbientColor.set(0.0f, 0.0f, 0.0f);
+
+ fNumDirLights = 0; // refers to directional lights.
+ for (int i = 0; i < lights->numLights(); ++i) {
+ if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
+ fAmbientColor += lights->light(i).color();
+ } else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){
+ fLightColor[fNumDirLights] = lights->light(i).color();
+ fLightDir[fNumDirLights] = lights->light(i).dir();
+ SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap().get());
+
+ // this sk_sp gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
+ fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
+ GrTextureParams::ClampNoFilter(),
+ SkSourceGammaTreatment::kIgnore));
+ fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get());
+ this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
+
+ fDepthMapHeight[fNumDirLights] = shadowMap->height();
+ fDepthMapWidth[fNumDirLights] = shadowMap->width();
+
+ fNumDirLights++;
+ }
+ }
+
+ fWidth = diffuseWidth;
+ fHeight = diffuseHeight;
+
+ this->registerChildProcessor(std::move(povDepth));
+ this->registerChildProcessor(std::move(diffuse));
+ this->initClassID<ShadowFP>();
+ }
+
+ class GLSLShadowFP : public GrGLSLFragmentProcessor {
+ public:
+ GLSLShadowFP() { }
+
+ void emitCode(EmitArgs& args) override {
+
+ GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+
+ // add uniforms
+ int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
+ SkASSERT(numLights <= SK_MAX_NON_AMBIENT_LIGHTS);
+
+ const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
+ const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
+
+ const char* depthMapWidthUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
+ const char* depthMapHeightUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
+
+ SkString lightDirUniNameBase("lightDir");
+ SkString lightColorUniNameBase("lightColor");
+
+ SkString depthMapWidthUniNameBase("dmapWidth");
+ SkString depthMapHeightUniNameBase("dmapHeight");
+
+ for (int i = 0; i < numLights; i++) {
+ SkString lightDirUniNameStr(lightDirUniNameBase);
+ lightDirUniNameStr.appendf("%d", i);
+ SkString lightColorUniNameStr(lightColorUniNameBase);
+ lightColorUniNameStr.appendf("%d", i);
+
+ SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase);
+ depthMapWidthUniNameStr.appendf("%d", i);
+ SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase);
+ depthMapHeightUniNameStr.appendf("%d", i);
+
+ fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec3f_GrSLType,
+ kDefault_GrSLPrecision,
+ lightDirUniNameStr.c_str(),
+ &lightDirUniName[i]);
+ fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec3f_GrSLType,
+ kDefault_GrSLPrecision,
+ lightColorUniNameStr.c_str(),
+ &lightColorUniName[i]);
+
+ fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kInt_GrSLType,
+ kDefault_GrSLPrecision,
+ depthMapWidthUniNameStr.c_str(),
+ &depthMapWidthUniName[i]);
+ fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kInt_GrSLType,
+ kDefault_GrSLPrecision,
+ depthMapHeightUniNameStr.c_str(),
+ &depthMapHeightUniName[i]);
+ }
+
+
+ const char* widthUniName = nullptr;
+ const char* heightUniName = nullptr;
+
+ fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kInt_GrSLType,
+ kDefault_GrSLPrecision,
+ "width", &widthUniName);
+ fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kInt_GrSLType,
+ kDefault_GrSLPrecision,
+ "height", &heightUniName);
+
+
+ SkString povDepth("povDepth");
+ this->emitChild(0, nullptr, &povDepth, args);
+
+ SkString diffuseColor("inDiffuseColor");
+ this->emitChild(1, nullptr, &diffuseColor, args);
+
+ SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS];
+
+ for (int i = 0; i < numLights; i++) {
+ SkString povCoord("povCoord");
+ povCoord.appendf("%d", i);
+
+ // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
+ // povDepth.b * 255 scales it to 0 - 255, bringing it to world space,
+ // and the / 400 brings it back to a sampler coordinate, 0 - 1
+ // The 400 comes from the shadowmaps GM.
+ // TODO use real shadowmaps size
+ SkString offset("offset");
+ offset.appendf("%d", i);
+
+ SkString scaleVec("scaleVec");
+ scaleVec.appendf("%d", i);
+
+ SkString scaleOffsetVec("scaleOffsetVec");
+ scaleOffsetVec.appendf("%d", i);
+
+ fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n",
+ offset.c_str(), lightDirUniName[i]);
+
+ fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));\n",
+ scaleVec.c_str(),
+ widthUniName, heightUniName,
+ depthMapWidthUniName[i], depthMapHeightUniName[i]);
+
+ fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
+ scaleOffsetVec.c_str(), scaleVec.c_str());
+
+
+ fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
+ "vec2(%s.x, 0 - %s.y)) "
+ " * %s + vec2(0,1) * %s;\n",
+
+ povCoord.c_str(), offset.c_str(), offset.c_str(),
+ scaleVec.c_str(), scaleOffsetVec.c_str());
+
+ fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i],
+ povCoord.c_str(),
+ kVec2f_GrSLType);
+ }
+
+ const char* ambientColorUniName = nullptr;
+ fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "AmbientColor", &ambientColorUniName);
+
+ fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str());
+
+ // Essentially,
+ // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L)))
+ SkString totalLightColor("totalLightColor");
+ fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str());
+
+ for (int i = 0; i < numLights; i++) {
+ fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
+ povDepth.c_str(), depthMaps[i].c_str());
+ // Note that dot(vec3(0,0,1), %s) == %s.z * %s
+ fragBuilder->codeAppendf("%s += %s.z * %s;",
+ totalLightColor.c_str(),
+ lightDirUniName[i],
+ lightColorUniName[i]);
+ fragBuilder->codeAppendf("}");
+ }
+
+ fragBuilder->codeAppendf("%s += %s;",
+ totalLightColor.c_str(),
+ ambientColorUniName);
+
+ fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);",
+ totalLightColor.c_str());
+
+ fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputColor);
+ }
+
+ static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
+ GrProcessorKeyBuilder* b) {
+ const ShadowFP& shadowFP = proc.cast<ShadowFP>();
+ b->add32(shadowFP.fNumDirLights);
+ }
+
+ protected:
+ void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
+ const ShadowFP &shadowFP = proc.cast<ShadowFP>();
+
+ fNumDirLights = shadowFP.numLights();
+
+ for (int i = 0; i < fNumDirLights; i++) {
+ const SkVector3& lightDir = shadowFP.lightDir(i);
+ if (lightDir != fLightDir[i]) {
+ pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
+ fLightDir[i] = lightDir;
+ }
+ const SkColor3f& lightColor = shadowFP.lightColor(i);
+ if (lightColor != fLightColor[i]) {
+ pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
+ fLightColor[i] = lightColor;
+ }
+
+ int depthMapWidth = shadowFP.depthMapWidth(i);
+ if (depthMapWidth != fDepthMapWidth[i]) {
+ pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
+ fDepthMapWidth[i] = depthMapWidth;
+ }
+ int depthMapHeight = shadowFP.depthMapHeight(i);
+ if (depthMapHeight != fDepthMapHeight[i]) {
+ pdman.set1i(fDepthMapHeightUni[i], depthMapHeight);
+ fDepthMapHeight[i] = depthMapHeight;
+ }
+ }
+
+ int width = shadowFP.width();
+ if (width != fWidth) {
+ pdman.set1i(fWidthUni, width);
+ fWidth = width;
+ }
+ int height = shadowFP.height();
+ if (height != fHeight) {
+ pdman.set1i(fHeightUni, height);
+ fHeight = height;
+ }
+
+ const SkColor3f& ambientColor = shadowFP.ambientColor();
+ if (ambientColor != fAmbientColor) {
+ pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
+ fAmbientColor = ambientColor;
+ }
+ }
+
+ private:
+ SkVector3 fLightDir[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];
+
+ 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];
+
+ int fWidth;
+ GrGLSLProgramDataManager::UniformHandle fWidthUni;
+ int fHeight;
+ GrGLSLProgramDataManager::UniformHandle fHeightUni;
+
+ SkColor3f fAmbientColor;
+ GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
+
+ int fNumDirLights;
+ };
+
+ void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
+ GLSLShadowFP::GenKey(*this, caps, b);
+ }
+
+ const char* name() const override { return "shadowFP"; }
+
+ void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
+ inout->mulByUnknownFourComponents();
+ }
+ int32_t numLights() const { return fNumDirLights; }
+ const SkColor3f& ambientColor() const { return fAmbientColor; }
+ const SkVector3& lightDir(int i) const {
+ SkASSERT(i < fNumDirLights);
+ return fLightDir[i];
+ }
+ const SkVector3& lightColor(int i) const {
+ SkASSERT(i < fNumDirLights);
+ return fLightColor[i];
+ }
+
+ int depthMapWidth(int i) const {
+ SkASSERT(i < fNumDirLights);
+ return fDepthMapWidth[i];
+ }
+ int depthMapHeight(int i) const {
+ SkASSERT(i < fNumDirLights);
+ return fDepthMapHeight[i];
+ }
+ int width() const {return fWidth; }
+ int height() const {return fHeight; }
+
+private:
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; }
+
+ bool onIsEqual(const GrFragmentProcessor& proc) const override {
+ const ShadowFP& shadowFP = proc.cast<ShadowFP>();
+ if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP.fNumDirLights) {
+ return false;
+ }
+
+ if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
+ return false;
+ }
+
+ for (int i = 0; i < fNumDirLights; i++) {
+ if (fLightDir[i] != shadowFP.fLightDir[i] ||
+ fLightColor[i] != shadowFP.fLightColor[i]) {
+ return false;
+ }
+
+ if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] ||
+ fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ int fNumDirLights;
+
+ SkVector3 fLightDir[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];
+
+ int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS];
+ int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS];
+
+ int fHeight;
+ int fWidth;
+
+ SkColor3f fAmbientColor;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArgs& fpargs) const {
+
+ sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor(fpargs);
+
+ sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(fpargs);
+
+ sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDepthFP),
+ std::move(diffuseFP),
+ std::move(fLights),
+ fDiffuseWidth, fDiffuseHeight,
+ fpargs.fContext);
+ return shadowfp;
+}
+
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////
+
+bool SkShadowShaderImpl::isOpaque() const {
+ return fDiffuseShader->isOpaque();
+}
+
+SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext(
+ const SkShadowShaderImpl& shader, const ContextRec& rec,
+ SkShader::Context* povDepthContext,
+ SkShader::Context* diffuseContext,
+ void* heapAllocated)
+ : INHERITED(shader, rec)
+ , fPovDepthContext(povDepthContext)
+ , fDiffuseContext(diffuseContext)
+ , fHeapAllocated(heapAllocated) {
+ bool isOpaque = shader.isOpaque();
+
+ // update fFlags
+ uint32_t flags = 0;
+ if (isOpaque && (255 == this->getPaintAlpha())) {
+ flags |= kOpaqueAlpha_Flag;
+ }
+
+ fFlags = flags;
+}
+
+SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() {
+ // The dependencies have been created outside of the context on memory that was allocated by
+ // the onCreateContext() method. Call the destructors and free the memory.
+ fPovDepthContext->~Context();
+ fDiffuseContext->~Context();
+
+ sk_free(fHeapAllocated);
+}
+
+static inline SkPMColor convert(SkColor3f color, U8CPU a) {
+ if (color.fX <= 0.0f) {
+ color.fX = 0.0f;
+ } else if (color.fX >= 255.0f) {
+ color.fX = 255.0f;
+ }
+
+ if (color.fY <= 0.0f) {
+ color.fY = 0.0f;
+ } else if (color.fY >= 255.0f) {
+ color.fY = 255.0f;
+ }
+
+ if (color.fZ <= 0.0f) {
+ color.fZ = 0.0f;
+ } else if (color.fZ >= 255.0f) {
+ color.fZ = 255.0f;
+ }
+
+ return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ);
+}
+
+// larger is better (fewer times we have to loop), but we shouldn't
+// take up too much stack-space (each one here costs 16 bytes)
+#define BUFFER_MAX 16
+void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
+ SkPMColor result[], int count) {
+ const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader);
+
+ SkPMColor diffuse[BUFFER_MAX];
+
+ do {
+ int n = SkTMin(count, BUFFER_MAX);
+
+ fPovDepthContext->shadeSpan(x, y, diffuse, n);
+ fDiffuseContext->shadeSpan(x, y, diffuse, n);
+
+ for (int i = 0; i < n; ++i) {
+
+ SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
+
+ SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
+ // This is all done in linear unpremul color space (each component 0..255.0f though)
+ for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
+ const SkLights::Light& light = lightShader.fLights->light(l);
+
+ if (SkLights::Light::kAmbient_LightType == light.type()) {
+ accum.fX += light.color().fX * SkColorGetR(diffColor);
+ accum.fY += light.color().fY * SkColorGetG(diffColor);
+ accum.fZ += light.color().fZ * SkColorGetB(diffColor);
+ } else {
+ // scaling by fZ accounts for lighting direction
+ accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColorGetR(diffColor);
+ accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColorGetG(diffColor);
+ accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColorGetB(diffColor);
+ }
+ }
+
+ result[i] = convert(accum, SkColorGetA(diffColor));
+ }
+
+ result += n;
+ x += n;
+ count -= n;
+ } while (count > 0);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+#ifndef SK_IGNORE_TO_STRING
+void SkShadowShaderImpl::toString(SkString* str) const {
+ str->appendf("ShadowShader: ()");
+}
+#endif
+
+sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) {
+
+ // Discarding SkShader flattenable params
+ bool hasLocalMatrix = buf.readBool();
+ SkAssertResult(!hasLocalMatrix);
+
+ int numLights = buf.readInt();
+
+ SkLights::Builder builder;
+
+ for (int l = 0; l < numLights; ++l) {
+ bool isAmbient = buf.readBool();
+
+ SkColor3f color;
+ if (!buf.readScalarArray(&color.fX, 3)) {
+ return nullptr;
+ }
+
+ if (isAmbient) {
+ builder.add(SkLights::Light(color));
+ } else {
+ SkVector3 dir;
+ if (!buf.readScalarArray(&dir.fX, 3)) {
+ return nullptr;
+ }
+
+ sk_sp<SkImage> depthMap;
+ if (!(depthMap = sk_ref_sp<SkImage>(buf.readImage()))) {
+ return nullptr;
+ }
+
+ SkLights::Light light = SkLights::Light(color, dir);
+ light.setShadowMap(depthMap);
+
+ builder.add(light);
+ }
+ }
+
+ sk_sp<SkLights> lights(builder.finish());
+
+ int diffuseWidth = buf.readInt();
+ int diffuseHeight = buf.readInt();
+
+ sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>());
+ sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
+
+ return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
+ std::move(diffuseShader),
+ std::move(lights),
+ diffuseWidth, diffuseHeight);
+}
+
+void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
+ this->INHERITED::flatten(buf);
+
+ buf.writeInt(fLights->numLights());
+
+ for (int l = 0; l < fLights->numLights(); ++l) {
+ const SkLights::Light& light = fLights->light(l);
+
+ bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
+
+ buf.writeBool(isAmbient);
+ buf.writeScalarArray(&light.color().fX, 3);
+ if (!isAmbient) {
+ buf.writeScalarArray(&light.dir().fX, 3);
+ }
+
+ buf.writeImage(light.getShadowMap().get());
+ }
+
+ buf.writeInt(fDiffuseWidth);
+ buf.writeInt(fDiffuseHeight);
+
+ buf.writeFlattenable(fPovDepthShader.get());
+ buf.writeFlattenable(fDiffuseShader.get());
+}
+
+size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
+ return sizeof(ShadowShaderContext);
+}
+
+SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec,
+ void* storage) const {
+ size_t heapRequired = fPovDepthShader->contextSize(rec) +
+ fDiffuseShader->contextSize(rec);
+
+ void* heapAllocated = sk_malloc_throw(heapRequired);
+
+ void* povDepthContextStorage = heapAllocated;
+
+ SkShader::Context* povDepthContext =
+ fPovDepthShader->createContext(rec, povDepthContextStorage);
+
+ if (!povDepthContext) {
+ sk_free(heapAllocated);
+ return nullptr;
+ }
+
+ void* diffuseContextStorage = (char*)heapAllocated + fPovDepthShader->contextSize(rec);
+
+ SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffuseContextStorage);
+ if (!diffuseContext) {
+ sk_free(heapAllocated);
+ return nullptr;
+ }
+
+ return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffuseContext,
+ heapAllocated);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader,
+ sk_sp<SkShader> diffuseShader,
+ sk_sp<SkLights> lights,
+ int diffuseWidth, int diffuseHeight) {
+ if (!povDepthShader || !diffuseShader) {
+ // TODO: Use paint's color in absence of a diffuseShader
+ // TODO: Use a default implementation of normalSource instead
+ return nullptr;
+ }
+
+ return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
+ std::move(diffuseShader),
+ std::move(lights),
+ diffuseWidth, diffuseHeight);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
+ SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
+
+///////////////////////////////////////////////////////////////////////////////
+
+#endif
diff --git a/src/core/SkShadowShader.h b/src/core/SkShadowShader.h
new file mode 100644
index 0000000000..7cbcbca224
--- /dev/null
+++ b/src/core/SkShadowShader.h
@@ -0,0 +1,32 @@
+/*
+ * 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'
+ */
+ static sk_sp<SkShader> Make(sk_sp<SkShader> povDepthShader,
+ sk_sp<SkShader> diffuseShader,
+ sk_sp<SkLights> lights,
+ int diffuseWidth, int diffuseHeight);
+
+ SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
+};
+
+#endif
+#endif