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Side by Side Diff: src/core/SkShadowShader.cpp

Issue 2118553002: adding new GM to demostrate new shadows (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Disabled shadow maps Created 4 years, 4 months ago
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1 /*
2 * Copyright 2016 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8
9 #include "SkLights.h"
10 #include "SkReadBuffer.h"
11 #include "SkShadowShader.h"
12 #include "SkPoint3.h"
13
14 ////////////////////////////////////////////////////////////////////////////
15 #ifdef SK_EXPERIMENTAL_SHADOWING
16
17 #define SK_MAX_NON_AMBIENT_LIGHTS 4
18
19 /** \class SkShadowShaderImpl
20 This subclass of shader applies shadowing
21 */
22 class SkShadowShaderImpl : public SkShader {
23 public:
24 /** Create a new shadowing shader that shadows
25 @param to do to do
26 */
27 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
28 sk_sp<SkShader> diffuseShader,
29 sk_sp<SkLights> lights)
30 : povDepthShader(std::move(povDepthShader))
vjiaoblack 2016/08/01 16:33:27 fPovDepthShader
31 , diffuseShader(std::move(diffuseShader))
32 , fLights(std::move(lights)) { }
33
34 bool isOpaque() const override;
35
36 #if SK_SUPPORT_GPU
37 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de;
38 #endif
39
40 class ShadowShaderContext : public SkShader::Context {
41 public:
42 // The context takes ownership of the states. It will call their destruc tors
43 // but will NOT free the memory.
44 ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&,
45 SkShader::Context* povDepthContext,
46 SkShader::Context* diffuseContext,
47 void* heapAllocated);
48
49 ~ShadowShaderContext() override;
50
51 void shadeSpan(int x, int y, SkPMColor[], int count) override;
52
53 uint32_t getFlags() const override { return fFlags; }
54
55 private:
56 SkShader::Context* fPovDepthContext;
57 SkShader::Context* fDiffuseContext;
58 uint32_t fFlags;
59
60 void* fHeapAllocated;
61
62 typedef SkShader::Context INHERITED;
63 };
64
65 SK_TO_STRING_OVERRIDE()
66 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl)
67
68 protected:
69 void flatten(SkWriteBuffer&) const override;
70 size_t onContextSize(const ContextRec&) const override;
71 Context* onCreateContext(const ContextRec&, void*) const override;
72
73 private:
74 sk_sp<SkShader> povDepthShader;
75 sk_sp<SkShader> diffuseShader;
76 sk_sp<SkLights> fLights;
77
78 friend class SkShadowShader;
79
80 typedef SkShader INHERITED;
81 };
82
83 ////////////////////////////////////////////////////////////////////////////
84
85 #if SK_SUPPORT_GPU
86
87 #include "GrCoordTransform.h"
88 #include "GrFragmentProcessor.h"
89 #include "GrInvariantOutput.h"
90 #include "glsl/GrGLSLFragmentProcessor.h"
91 #include "glsl/GrGLSLFragmentShaderBuilder.h"
92 #include "SkGr.h"
93 #include "SkGrPriv.h"
94 #include "SkSpecialImage.h"
95 #include "SkImage_Base.h"
96 #include "GrContext.h"
97
98 class ShadowFP : public GrFragmentProcessor {
99 public:
100 ShadowFP(sk_sp<GrFragmentProcessor> povDepth,
101 sk_sp<GrFragmentProcessor> diffuse,
102 sk_sp<SkLights> lights,
103 GrContext* context) {
104
105 // fuse all ambient lights into a single one
106 fAmbientColor.set(0.0f, 0.0f, 0.0f);
107
108 fNumDirLights = 0; // refers to directional lights.
109 for (int i = 0; i < lights->numLights(); ++i) {
110 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
111 fAmbientColor += lights->light(i).color();
112 } else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){
113 fLightColor[fNumDirLights] = lights->light(i).color();
114 fLightDir[fNumDirLights] = lights->light(i).dir();
115 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap().get());
116
117 // this sk_sp gets deleted when the ShadowFP is destroyed, and f rees the GrTexture*
118 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context,
119 GrTextureParams::Clam pNoFilter(),
120 SkSourceGammaTreatmen t::kIgnore));
121 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ());
122 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
123
124 fNumDirLights++;
125 }
126 }
127
128 this->registerChildProcessor(std::move(povDepth));
129 this->registerChildProcessor(std::move(diffuse));
130 this->initClassID<ShadowFP>();
131 }
132
133 class GLSLShadowFP : public GrGLSLFragmentProcessor {
134 public:
135 GLSLShadowFP() { }
136
137 void emitCode(EmitArgs& args) override {
138
139 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
140 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
141
142 // add uniforms
143 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
144 SkASSERT(numLights <= SK_MAX_NON_AMBIENT_LIGHTS);
145
146 const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
147 const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr} ;
148
149 for (int i = 0; i < numLights; i++) {
150 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag,
151 kVec3f_GrSLType,
152 kDefault_GrSLPrecis ion,
153 "LightDir" + (i+1),
154 &lightDirUniName[i] );
155 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag,
156 kVec3f_GrSLType,
157 kDefault_GrSLPrec ision,
158 "LightColor" + (i +1),
159 &lightColorUniNam e[i]);
160 }
161
162 SkString povDepth("povDepth");
163 this->emitChild(0, nullptr, &povDepth, args);
164
165 SkString diffuseColor("inDiffuseColor");
166 this->emitChild(1, nullptr, &diffuseColor, args);
167
168 SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS];
169
170 for (int i = 0; i < numLights; i++) {
171 SkString povCoord("povCoord");
172 povCoord.appendf("%d", i);
173
174 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
175 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace,
176 // and the / 400 brings it back to a sampler coordinate, 0 - 1
177 // The 400 comes from the shadowmaps GM.
178 // TODO use real shadowmaps size
179 SkString offset("lol");
180 offset.appendf("%d", i);
181
182 fragBuilder->codeAppendf("vec2 %s = (vec2(%s) * povDepth.b * 255 / 400);",
183 offset.c_str(), lightDirUniName[i]);
184
185
186 fragBuilder->codeAppendf("vec2 %s = vec2(vMatrixCoord_0_1_Stage0 .x, "
187 "vMatrixCoord_0_1_Stage0 .y) + "
188 "vec2(%s.x, 0 - %s.y);",
189 povCoord.c_str(), offset.c_str(), offse t.c_str());
190
191 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i],
192 povCoord.c_str(),
193 kVec2f_GrSLType);
194 }
195
196 const char* ambientColorUniName = nullptr;
197 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag ,
198 kVec3f_GrSLType, kDefa ult_GrSLPrecision,
199 "AmbientColor", &ambie ntColorUniName);
200
201 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str());
202
203 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L)))
204 SkString totalLightColor("totalLightColor");
205 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ());
206
207 for (int i = 0; i < numLights ; i++) {
208 fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
209 povDepth.c_str(), depthMaps[i].c_str()) ;
210 // dot(vec3(0,0,1), %s) == %s.z * %s
211 fragBuilder->codeAppendf("%s += %s.z * %s;",
212 totalLightColor.c_str(),
213 lightDirUniName[i],
214 lightColorUniName[i]);
215 fragBuilder->codeAppendf("}");
216 }
217
218 fragBuilder->codeAppendf("%s += %s;",
219 totalLightColor.c_str(),
220 ambientColorUniName);
221
222 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);",
223 totalLightColor.c_str());
224
225 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or);
226 }
227
228 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
229 GrProcessorKeyBuilder* b) {
230 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
231 b->add32(shadowFP.fNumDirLights);
232 }
233
234 protected:
235 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
236 const ShadowFP &shadowFP = proc.cast<ShadowFP>();
237
238 fNumDirLights = shadowFP.numLights();
239
240 for (int i = 0; i < fNumDirLights; i++) {
241 const SkVector3 &lightDir = shadowFP.lightDir(i);
242 if (lightDir != fLightDir[i]) {
243 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
244 fLightDir[i] = lightDir;
245 }
246 const SkColor3f &lightColor = shadowFP.lightColor(i);
247 if (lightColor != fLightColor[i]) {
248 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
249 fLightColor[i] = lightColor;
250 }
251 }
252
253 const SkColor3f& ambientColor = shadowFP.ambientColor();
254 if (ambientColor != fAmbientColor) {
255 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
256 fAmbientColor = ambientColor;
257 }
258 }
259
260 private:
261 SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS];
262 GrGLSLProgramDataManager::UniformHandle fLightDirUni[SK_MAX_NON_AMBIENT_ LIGHTS];
263 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS];
264 GrGLSLProgramDataManager::UniformHandle fLightColorUni[SK_MAX_NON_AMBIEN T_LIGHTS];
265
266 SkColor3f fAmbientColor;
267 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
268
269 int fNumDirLights;
270 };
271
272 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
273 GLSLShadowFP::GenKey(*this, caps, b);
274 }
275
276 const char* name() const override { return "shadowFP"; }
277
278 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
279 inout->mulByUnknownFourComponents();
280 }
281 int32_t numLights() const { return fNumDirLights; }
282 const SkColor3f& ambientColor() const { return fAmbientColor; }
283 const SkVector3& lightDir(int i) const {
284 SkASSERT(i < fNumDirLights);
285 return fLightDir[i];
286 }
287 const SkVector3& lightColor(int i) const {
288 SkASSERT(i < fNumDirLights);
289 return fLightColor[i];
290 }
291
292 private:
293 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; }
294
295 bool onIsEqual(const GrFragmentProcessor& proc) const override {
296 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
297 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) {
298 return false;
299 }
300
301 for (int i = 0; i < fNumDirLights; i++) {
302 if (fLightDir[i] != shadowFP.fLightDir[i] ||
303 fLightColor[i] == shadowFP.fLightColor[i]) {
vjiaoblack 2016/08/01 16:33:27 This should be a != ... fixing.
304 return false;
305 }
306 }
307
308 return true;
309 }
310
311 int fNumDirLights;
312
313 SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS];
314 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS];
315 GrTextureAccess fDepthMapAccess[SK_MAX_NON_AMBIENT_LIGHTS];
316 sk_sp<GrTexture> fTexture[SK_MAX_NON_AMBIENT_LIGHTS];
317
318 SkColor3f fAmbientColor;
319 };
320
321 ////////////////////////////////////////////////////////////////////////////
322
323 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const {
324
325 sk_sp<GrFragmentProcessor> povDepthFP = povDepthShader->asFragmentProcessor( fpargs);
326
327 sk_sp<GrFragmentProcessor> diffuseFP = diffuseShader->asFragmentProcessor(fp args);
328
329 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept hFP),
330 std::move(diffuse FP),
331 std::move(fLights ),
332 fpargs.fContext);
333 return shadowfp;
334 }
335
336
337 #endif
338
339 ////////////////////////////////////////////////////////////////////////////
340
341 bool SkShadowShaderImpl::isOpaque() const {
342 return diffuseShader->isOpaque();
343 }
344
345 SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext(
346 const SkShadowShaderImpl& shader, const ContextRec& rec,
347 SkShader::Context* povDepthContext,
348 SkShader::Context* diffuseContext,
349 void* heapAllocated)
350 : INHERITED(shader, rec)
351 , fPovDepthContext(povDepthContext)
352 , fDiffuseContext(diffuseContext)
353 , fHeapAllocated(heapAllocated) {
354 bool isOpaque = shader.isOpaque();
355
356 // update fFlags
357 uint32_t flags = 0;
358 if (isOpaque && (255 == this->getPaintAlpha())) {
359 flags |= kOpaqueAlpha_Flag;
360 }
361
362 fFlags = flags;
363 }
364
365 SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() {
366 // The dependencies have been created outside of the context on memory that was allocated by
367 // the onCreateContext() method. Call the destructors and free the memory.
368 fPovDepthContext->~Context();
369 fDiffuseContext->~Context();
370
371 sk_free(fHeapAllocated);
372 }
373
374 static inline SkPMColor convert(SkColor3f color, U8CPU a) {
375 if (color.fX <= 0.0f) {
376 color.fX = 0.0f;
377 } else if (color.fX >= 255.0f) {
378 color.fX = 255.0f;
379 }
380
381 if (color.fY <= 0.0f) {
382 color.fY = 0.0f;
383 } else if (color.fY >= 255.0f) {
384 color.fY = 255.0f;
385 }
386
387 if (color.fZ <= 0.0f) {
388 color.fZ = 0.0f;
389 } else if (color.fZ >= 255.0f) {
390 color.fZ = 255.0f;
391 }
392
393 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ;
394 }
395
396 // larger is better (fewer times we have to loop), but we shouldn't
397 // take up too much stack-space (each one here costs 16 bytes)
398 #define BUFFER_MAX 16
399 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
400 SkPMColor result[], int count) {
401 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader);
402
403 SkPMColor diffuse[BUFFER_MAX];
404
405 do {
406 int n = SkTMin(count, BUFFER_MAX);
407
408 fPovDepthContext->shadeSpan(x, y, diffuse, n);
409 fDiffuseContext->shadeSpan(x, y, diffuse, n);
410
411 for (int i = 0; i < n; ++i) {
412
413 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
414
415 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
416 // This is all done in linear unpremul color space (each component 0 ..255.0f though)
417 for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
418 const SkLights::Light& light = lightShader.fLights->light(l);
419
420 if (SkLights::Light::kAmbient_LightType == light.type()) {
421 accum.fX += light.color().fX * SkColorGetR(diffColor);
422 accum.fY += light.color().fY * SkColorGetG(diffColor);
423 accum.fZ += light.color().fZ * SkColorGetB(diffColor);
424 } else {
425 // scaling by fZ accounts for lighting direction
426 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor);
427 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor);
428 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor);
429 }
430 }
431
432 result[i] = convert(accum, SkColorGetA(diffColor));
433 }
434
435 result += n;
436 x += n;
437 count -= n;
438 } while (count > 0);
439 }
440
441 ////////////////////////////////////////////////////////////////////////////
442
443 #ifndef SK_IGNORE_TO_STRING
444 void SkShadowShaderImpl::toString(SkString* str) const {
445 str->appendf("ShadowShader: ()");
446 }
447 #endif
448
449 sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) {
vjiaoblack 2016/08/01 16:33:27 Add shadow maps into buf
450
451 // Discarding SkShader flattenable params
452 bool hasLocalMatrix = buf.readBool();
453 SkAssertResult(!hasLocalMatrix);
454
455 int numLights = buf.readInt();
456
457 SkLights::Builder builder;
458
459 for (int l = 0; l < numLights; ++l) {
460 bool isAmbient = buf.readBool();
461
462 SkColor3f color;
463 if (!buf.readScalarArray(&color.fX, 3)) {
464 return nullptr;
465 }
466
467 if (isAmbient) {
468 builder.add(SkLights::Light(color));
469 } else {
470 SkVector3 dir;
471 if (!buf.readScalarArray(&dir.fX, 3)) {
472 return nullptr;
473 }
474 builder.add(SkLights::Light(color, dir));
475 }
476 }
477
478 sk_sp<SkLights> lights(builder.finish());
479
480 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>());
481 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
482
483 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
484 std::move(diffuseShader),
485 std::move(lights));
486 }
487
488 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
489 this->INHERITED::flatten(buf);
490
491 buf.writeInt(fLights->numLights());
492 for (int l = 0; l < fLights->numLights(); ++l) {
493 const SkLights::Light& light = fLights->light(l);
494
495 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
496
497 buf.writeBool(isAmbient);
498 buf.writeScalarArray(&light.color().fX, 3);
499 if (!isAmbient) {
500 buf.writeScalarArray(&light.dir().fX, 3);
501 }
502 }
503
504 buf.writeFlattenable(povDepthShader.get());
505 buf.writeFlattenable(diffuseShader.get());
506 }
507
508 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
509 return sizeof(ShadowShaderContext);
510 }
511
512 SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec,
513 void* storage) const {
514 size_t heapRequired = povDepthShader->contextSize(rec) +
515 diffuseShader->contextSize(rec);
516
517 void* heapAllocated = sk_malloc_throw(heapRequired);
518
519 void* povDepthContextStorage = heapAllocated;
520
521 SkShader::Context* povDepthContext =
522 povDepthShader->createContext(rec, povDepthContextStorage);
523
524 if (!povDepthContext) {
525 sk_free(heapAllocated);
526 return nullptr;
527 }
528
529 void* diffuseContextStorage = (char*)heapAllocated + povDepthShader->context Size(rec);
530
531 SkShader::Context* diffuseContext = diffuseShader->createContext(rec, diffus eContextStorage);
532 if (!diffuseContext) {
533 sk_free(heapAllocated);
534 return nullptr;
535 }
536
537 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext,
538 heapAllocated);
539 }
540
541 ///////////////////////////////////////////////////////////////////////////////
542
543 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader,
544 sk_sp<SkShader> diffuseShader,
545 sk_sp<SkLights> lights) {
546 if (!povDepthShader || !diffuseShader) {
547 // TODO: Use paint's color in absence of a diffuseShader
548 // TODO: Use a default implementation of normalSource instead
549 return nullptr;
550 }
551
552 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
553 std::move(diffuseShader),
554 std::move(lights));
555 }
556
557 ///////////////////////////////////////////////////////////////////////////////
558
559 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
560 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
561 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
562
563 ///////////////////////////////////////////////////////////////////////////////
564
565 #endif
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