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Commit 2da17959 authored by Fedor Kudasov's avatar Fedor Kudasov Committed by Android (Google) Code Review
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Merge "Split lighting out of SkiaPipeline"

parents 40309a0c 90df056f
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+1 −0
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@@ -241,6 +241,7 @@ cc_defaults {
                "JankTracker.cpp",
                "Layer.cpp",
                "LayerUpdateQueue.cpp",
                "LightingInfo.cpp",
                "ProfileData.cpp",
                "ProfileDataContainer.cpp",
                "Readback.cpp",
+31 −0
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/*
 * Copyright (C) 2019 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "LightingInfo.h"

#include <float.h>

namespace android {
namespace uirenderer {

float LightingInfo::mLightRadius = 0;
uint8_t LightingInfo::mAmbientShadowAlpha = 0;
uint8_t LightingInfo::mSpotShadowAlpha = 0;

Vector3 LightingInfo::mLightCenter = {FLT_MIN, FLT_MIN, FLT_MIN};

} /* namespace uirenderer */
} /* namespace android */
+86 −0
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/*
 * Copyright (C) 2019 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#pragma once

#include "Lighting.h"
#include "Properties.h"

namespace android {
namespace uirenderer {

class LightingInfo {
public:

    static float getLightRadius() {
        if (CC_UNLIKELY(Properties::overrideLightRadius > 0)) {
            return Properties::overrideLightRadius;
        }
        return mLightRadius;
    }

    static uint8_t getAmbientShadowAlpha() {
        if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
            return Properties::overrideAmbientShadowStrength;
        }
        return mAmbientShadowAlpha;
    }

    static uint8_t getSpotShadowAlpha() {
        if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
            return Properties::overrideSpotShadowStrength;
        }
        return mSpotShadowAlpha;
    }

    static Vector3 getLightCenter() {
        if (CC_UNLIKELY(Properties::overrideLightPosY > 0 || Properties::overrideLightPosZ > 0)) {
            Vector3 adjustedLightCenter = mLightCenter;
            if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) {
                // negated since this shifts up
                adjustedLightCenter.y = -Properties::overrideLightPosY;
            }
            if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) {
                adjustedLightCenter.z = Properties::overrideLightPosZ;
            }
            return adjustedLightCenter;
        }
        return mLightCenter;
    }

    static Vector3 getLightCenterRaw() {
        return mLightCenter;
    }

    static void setLightCenterRaw(const Vector3& lightCenter) {
        mLightCenter = lightCenter;
    }

    static void updateLighting(const LightGeometry& lightGeometry, const LightInfo& lightInfo) {
        mLightRadius = lightGeometry.radius;
        mAmbientShadowAlpha = lightInfo.ambientShadowAlpha;
        mSpotShadowAlpha = lightInfo.spotShadowAlpha;
        mLightCenter = lightGeometry.center;
    }
private:
    static float mLightRadius;
    static uint8_t mAmbientShadowAlpha;
    static uint8_t mSpotShadowAlpha;
    static Vector3 mLightCenter;
};

} /* namespace uirenderer */
} /* namespace android */
+5 −5
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@@ -17,7 +17,7 @@
#include "ReorderBarrierDrawables.h"
#include "RenderNode.h"
#include "SkiaDisplayList.h"
#include "SkiaPipeline.h"
#include "LightingInfo.h"

#include <SkPathOps.h>
#include <SkShadowUtils.h>
@@ -139,8 +139,8 @@ void EndReorderBarrierDrawable::drawShadow(SkCanvas* canvas, RenderNodeDrawable*
        return;
    }

    float ambientAlpha = (SkiaPipeline::getAmbientShadowAlpha() / 255.f) * casterAlpha;
    float spotAlpha = (SkiaPipeline::getSpotShadowAlpha() / 255.f) * casterAlpha;
    float ambientAlpha = (LightingInfo::getAmbientShadowAlpha() / 255.f) * casterAlpha;
    float spotAlpha = (LightingInfo::getSpotShadowAlpha() / 255.f) * casterAlpha;

    const RevealClip& revealClip = casterProperties.getRevealClip();
    const SkPath* revealClipPath = revealClip.getPath();
@@ -192,7 +192,7 @@ void EndReorderBarrierDrawable::drawShadow(SkCanvas* canvas, RenderNodeDrawable*
        casterPath = &tmpPath;
    }

    const Vector3 lightPos = SkiaPipeline::getLightCenter();
    const Vector3 lightPos = LightingInfo::getLightCenter();
    SkPoint3 skiaLightPos = SkPoint3::Make(lightPos.x, lightPos.y, lightPos.z);
    SkPoint3 zParams;
    if (shadowMatrix.hasPerspective()) {
@@ -206,7 +206,7 @@ void EndReorderBarrierDrawable::drawShadow(SkCanvas* canvas, RenderNodeDrawable*
    SkColor ambientColor = multiplyAlpha(casterProperties.getAmbientShadowColor(), ambientAlpha);
    SkColor spotColor = multiplyAlpha(casterProperties.getSpotShadowColor(), spotAlpha);
    SkShadowUtils::DrawShadow(
            canvas, *casterPath, zParams, skiaLightPos, SkiaPipeline::getLightRadius(),
            canvas, *casterPath, zParams, skiaLightPos, LightingInfo::getLightRadius(),
            ambientColor, spotColor,
            casterAlpha < 1.0f ? SkShadowFlags::kTransparentOccluder_ShadowFlag : 0);
}
+2 −1
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@@ -18,6 +18,7 @@

#include "DeferredLayerUpdater.h"
#include "LayerDrawable.h"
#include "LightingInfo.h"
#include "SkiaPipeline.h"
#include "SkiaProfileRenderer.h"
#include "hwui/Bitmap.h"
@@ -99,7 +100,7 @@ bool SkiaOpenGLPipeline::draw(const Frame& frame, const SkRect& screenDirty, con
            mRenderThread.getGrContext(), backendRT, this->getSurfaceOrigin(), colorType,
            mSurfaceColorSpace, &props));

    SkiaPipeline::updateLighting(lightGeometry, lightInfo);
    LightingInfo::updateLighting(lightGeometry, lightInfo);
    renderFrame(*layerUpdateQueue, dirty, renderNodes, opaque, contentDrawBounds, surface,
                SkMatrix::I());
    layerUpdateQueue->clear();
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