moved code into onDrawShadowedPic, only renders into shadow maps if needed
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2220633002
Review-Url: https://codereview.chromium.org/2220633002
diff --git a/gm/shadowmaps.cpp b/gm/shadowmaps.cpp
index 1ae95fb..b343d9b 100644
--- a/gm/shadowmaps.cpp
+++ b/gm/shadowmaps.cpp
@@ -15,21 +15,6 @@
#ifdef SK_EXPERIMENTAL_SHADOWING
-static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth,
- sk_sp<SkImage> diffuse,
- sk_sp<SkLights> lights) {
-
- sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileMode,
- SkShader::kClamp_TileMode);
-
- sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMode,
- SkShader::kClamp_TileMode);
-
- return SkShadowShader::Make(std::move(povDepthShader),
- std::move(diffuseShader),
- std::move(lights),
- diffuse->width(), diffuse->height());
-}
static sk_sp<SkPicture> make_test_picture(int width, int height) {
SkPictureRecorder recorder;
@@ -109,96 +94,12 @@
// 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));
-
- for (int i = 0; i < fLights->numLights(); ++i) {
- // skip over ambient lights; they don't cast shadows
- if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
- 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, kWidth, kHeight);
-
- 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(canvas->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 we're drawing.
- SkLights::Builder builder;
- builder.add(fLights->light(i));
- sk_sp<SkLights> curLight = builder.finish();
-
- depthMapCanvas->setLights(std::move(curLight));
- depthMapCanvas->drawPicture(pic);
-
- fLights->light(i).setShadowMap(surf->makeImageSnapshot());
- }
-
- 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
-
- // povDepthMap
- {
- SkLights::Builder builder;
- builder.add(SkLights::Light(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(kWidth, kHeight,
- kBGRA_8888_SkColorType,
- kOpaque_SkAlphaType);
-
- // Create a new surface (that matches the backend of canvas)
- // to create the povDepthMap
- sk_sp<SkSurface> surf(canvas->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(pic);
-
- povDepthMap = surf->makeImageSnapshot();
- }
-
- // diffuseMap
- {
- SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
- kBGRA_8888_SkColorType,
- kOpaque_SkAlphaType);
-
- sk_sp<SkSurface> surf(canvas->makeSurface(info));
- surf->getCanvas()->drawPicture(pic);
-
- diffuseMap = surf->makeImageSnapshot();
- }
-
- SkPaint paint;
- paint.setShader(make_shadow_shader(std::move(povDepthMap), std::move(diffuseMap), fLights));
-
- canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
+ canvas->setLights(fLights);
+ canvas->drawShadowedPicture(pic, nullptr, nullptr);
}
private:
sk_sp<SkLights> fLights;
-
typedef GM INHERITED;
};