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Unified Diff: src/core/SkShadowMapShader.cpp

Issue 2224163005: Made shadows blurry (thru implementing variance mapping) (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Created 4 years, 4 months ago
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Index: src/core/SkShadowMapShader.cpp
diff --git a/src/core/SkShadowMapShader.cpp b/src/core/SkShadowMapShader.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..98c9ae02bd513b47af7ae0fcdaba4a23050c8e2a
--- /dev/null
+++ b/src/core/SkShadowMapShader.cpp
@@ -0,0 +1,581 @@
+/*
+ * 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 "SkShadowMapShader.h"
+#include "SkPoint3.h"
+
+////////////////////////////////////////////////////////////////////////////
+#ifdef SK_EXPERIMENTAL_SHADOWING
+
+
+/** \class SkShadowMapShaderImpl
+ This subclass of shader applies shadowing
+*/
+class SkShadowMapShaderImpl : public SkShader {
+public:
+ /** Create a new shadowing shader that shadows
+ @param to do to do
+ */
+ SkShadowMapShaderImpl(sk_sp<SkShader> povDepthShader,
+ sk_sp<SkLights> lights,
+ int diffuseWidth, int diffuseHeight)
+ : fPovDepthShader(std::move(povDepthShader))
+ , 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 ShadowMapShaderContext : public SkShader::Context {
+ public:
+ // The context takes ownership of the states. It will call their destructors
+ // but will NOT free the memory.
+ ShadowMapShaderContext(const SkShadowMapShaderImpl&, const ContextRec&,
+ SkShader::Context* povDepthContext,
+ void* heapAllocated);
+
+ ~ShadowMapShaderContext() override;
+
+ void shadeSpan(int x, int y, SkPMColor[], int count) override;
+
+ uint32_t getFlags() const override { return fFlags; }
+
+ private:
+ SkShader::Context* fPovDepthContext;
+ uint32_t fFlags;
+
+ void* fHeapAllocated;
+
+ typedef SkShader::Context INHERITED;
+ };
+
+ SK_TO_STRING_OVERRIDE()
+SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowMapShaderImpl)
+
+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<SkLights> fLights;
+
+ int fDiffuseWidth;
+ int fDiffuseHeight;
+
+ friend class SkShadowMapShader;
+
+ 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 ShadowMapFP : public GrFragmentProcessor {
+public:
+ ShadowMapFP(sk_sp<GrFragmentProcessor> povDepth,
+ sk_sp<SkLights> lights,
+ int diffuseWidth, int diffuseHeight,
+ GrContext* context) {
+
+ // fuse all ambient lights into a single one
+
+ fLightDir = lights->light(0).dir();
+ SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(0).getShadowMap());
+
+ // gets deleted when the ShadowMapFP is destroyed, and frees the GrTexture*
+ fTexture = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
+ GrTextureParams::ClampNoFilter(),
+ SkSourceGammaTreatment::kIgnore));
+ fDepthMapAccess.reset(fTexture.get());
+ this->addTextureAccess(&fDepthMapAccess);
+
+ fDepthMapHeight = shadowMap->height();
+ fDepthMapWidth = shadowMap->width();
+
+ fWidth = diffuseWidth;
+ fHeight = diffuseHeight;
+
+ this->registerChildProcessor(std::move(povDepth));
+ this->initClassID<ShadowMapFP>();
+ }
+
+ class GLSLShadowMapFP : public GrGLSLFragmentProcessor {
+ public:
+ GLSLShadowMapFP() { }
+
+ void emitCode(EmitArgs& args) override {
+
+ GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+
+ // add uniforms
+ const char* lightDirUniName = nullptr;
+ const char* depthMapWidthUniName = nullptr;
+ const char* depthMapHeightUniName = nullptr;
+
+
+ fLightDirUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec3f_GrSLType,
+ kDefault_GrSLPrecision,
+ "lightDir",
+ &lightDirUniName);
+
+ fDepthMapWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kInt_GrSLType,
+ kDefault_GrSLPrecision,
+ "dmapWidth",
+ &depthMapWidthUniName);
+ fDepthMapHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kInt_GrSLType,
+ kDefault_GrSLPrecision,
+ "dmapHeight",
+ &depthMapHeightUniName);
+
+
+ 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 depthMap;
+
+ SkString povCoord("povCoord");
+
+ // 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");
+ SkString scaleVec("scaleVec");
+ SkString scaleOffsetVec("scaleOffsetVec");
+
+ fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n",
+ offset.c_str(), lightDirUniName);
+
+ fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));\n",
+ scaleVec.c_str(),
+ widthUniName, heightUniName,
+ depthMapWidthUniName, depthMapHeightUniName);
+
+ fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_0_Stage0 + "
+ "vec2(%s.x, 0 - %s.y)) "
+ " * %s + vec2(0,1) * (1 - %s);\n",
+ povCoord.c_str(), offset.c_str(), offset.c_str(),
+ scaleVec.c_str(), scaleVec.c_str());
+//
+// fragBuilder->codeAppendf(" %s *= %s;\n",
+// povCoord.c_str(), scaleVec.c_str());
+
+//
+ fragBuilder->appendTextureLookup(&depthMap, args.fTexSamplers[0],
+ povCoord.c_str(),
+ kVec2f_GrSLType);
+//
+
+// fragBuilder->codeAppendf("if (%s.b == %s.b) {"
+// "%s = vec4(0,0,0,1);"
+// "} else {", povDepth.c_str(), depthMap.c_str()
+// , args.fOutputColor);
+// fragBuilder->codeAppendf("%s = %s;"
+// "}", args.fOutputColor, depthMap.c_str());
+
+ fragBuilder->codeAppendf("%s = %s;", args.fOutputColor, depthMap.c_str());
+
+//
+
+
+ }
+
+ static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
+ GrProcessorKeyBuilder* b) {
+ const ShadowMapFP& shadowMapFP = proc.cast<ShadowMapFP>();
+ b->add32(shadowMapFP.fNumDirLights);
+ }
+
+ protected:
+ void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
+ const ShadowMapFP &shadowMapFP = proc.cast<ShadowMapFP>();
+
+ const SkVector3& lightDir = shadowMapFP.lightDir();
+ if (lightDir != fLightDir) {
+ pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
+ fLightDir = lightDir;
+ }
+
+ int depthMapWidth = shadowMapFP.depthMapWidth();
+ if (depthMapWidth != fDepthMapWidth) {
+ pdman.set1i(fDepthMapWidthUni, depthMapWidth);
+ fDepthMapWidth = depthMapWidth;
+ }
+ int depthMapHeight = shadowMapFP.depthMapHeight();
+ if (depthMapHeight != fDepthMapHeight) {
+ pdman.set1i(fDepthMapHeightUni, depthMapHeight);
+ fDepthMapHeight = depthMapHeight;
+ }
+
+ int width = shadowMapFP.width();
+ if (width != fWidth) {
+ pdman.set1i(fWidthUni, width);
+ fWidth = width;
+ }
+ int height = shadowMapFP.height();
+ if (height != fHeight) {
+ pdman.set1i(fHeightUni, height);
+ fHeight = height;
+ }
+
+ }
+
+ private:
+ SkVector3 fLightDir;
+ GrGLSLProgramDataManager::UniformHandle
+ fLightDirUni;
+
+
+ int fDepthMapWidth;
+ GrGLSLProgramDataManager::UniformHandle
+ fDepthMapWidthUni;
+
+ int fDepthMapHeight;
+ GrGLSLProgramDataManager::UniformHandle
+ fDepthMapHeightUni;
+
+ int fWidth;
+ GrGLSLProgramDataManager::UniformHandle fWidthUni;
+ int fHeight;
+ GrGLSLProgramDataManager::UniformHandle fHeightUni;
+ };
+
+ void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
+ GLSLShadowMapFP::GenKey(*this, caps, b);
+ }
+
+ const char* name() const override { return "shadowMapFP"; }
+
+ void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
+ inout->mulByUnknownFourComponents();
+ }
+ int32_t numLights() const { return fNumDirLights; }
+ const SkColor3f& ambientColor() const { return fAmbientColor; }
+ const SkVector3& lightDir() const {
+ return fLightDir;
+ }
+ int depthMapWidth() const {
+ return fDepthMapWidth;
+ }
+ int depthMapHeight() const {
+ return fDepthMapHeight;
+ }
+ int width() const {return fWidth; }
+ int height() const {return fHeight; }
+
+private:
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowMapFP; }
+
+ bool onIsEqual(const GrFragmentProcessor& proc) const override {
+ const ShadowMapFP& shadowMapFP = proc.cast<ShadowMapFP>();
+ if (fAmbientColor != shadowMapFP.fAmbientColor || fNumDirLights != shadowMapFP.fNumDirLights) {
+ return false;
+ }
+
+ if (fWidth != shadowMapFP.fWidth || fHeight != shadowMapFP.fHeight) {
+ return false;
+ }
+
+ for (int i = 0; i < fNumDirLights; i++) {
+ if (fLightDir != shadowMapFP.fLightDir) {
+ return false;
+ }
+
+ if (fDepthMapWidth != shadowMapFP.fDepthMapWidth ||
+ fDepthMapHeight != shadowMapFP.fDepthMapHeight) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ int fNumDirLights;
+
+ SkVector3 fLightDir;
+ GrTextureAccess fDepthMapAccess;
+ sk_sp<GrTexture> fTexture;
+
+ int fDepthMapWidth;
+ int fDepthMapHeight;
+
+ int fHeight;
+ int fWidth;
+
+ SkColor3f fAmbientColor;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<GrFragmentProcessor> SkShadowMapShaderImpl::asFragmentProcessor(const AsFPArgs& fpargs) const {
+
+ sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor(fpargs);
+
+ sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowMapFP>(std::move(povDepthFP),
+ std::move(fLights),
+ fDiffuseWidth, fDiffuseHeight,
+ fpargs.fContext);
+ return shadowfp;
+}
+
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////
+
+bool SkShadowMapShaderImpl::isOpaque() const {
+ return true;
+}
+
+SkShadowMapShaderImpl::ShadowMapShaderContext::ShadowMapShaderContext(
+ const SkShadowMapShaderImpl& shader, const ContextRec& rec,
+ SkShader::Context* povDepthContext,
+ void* heapAllocated)
+ : INHERITED(shader, rec)
+ , fPovDepthContext(povDepthContext)
+ , fHeapAllocated(heapAllocated) {
+ bool isOpaque = shader.isOpaque();
+
+ // update fFlags
+ uint32_t flags = 0;
+ if (isOpaque && (255 == this->getPaintAlpha())) {
+ flags |= kOpaqueAlpha_Flag;
+ }
+
+ fFlags = flags;
+}
+
+SkShadowMapShaderImpl::ShadowMapShaderContext::~ShadowMapShaderContext() {
+ // 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();
+
+ 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 SkShadowMapShaderImpl::ShadowMapShaderContext::shadeSpan(int x, int y,
+ SkPMColor result[], int count) {
+ const SkShadowMapShaderImpl& lightShader = static_cast<const SkShadowMapShaderImpl&>(fShader);
+
+ SkPMColor diffuse[BUFFER_MAX];
+
+ do {
+ int n = SkTMin(count, BUFFER_MAX);
+
+ fPovDepthContext->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)
+ const SkLights::Light& light = lightShader.fLights->light(0);
+
+ accum.fX += light.color().fX * SkColorGetR(diffColor);
+ accum.fY += light.color().fY * SkColorGetG(diffColor);
+ accum.fZ += light.color().fZ * SkColorGetB(diffColor);
+
+ result[i] = convert(accum, SkColorGetA(diffColor));
+ }
+
+ result += n;
+ x += n;
+ count -= n;
+ } while (count > 0);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+#ifndef SK_IGNORE_TO_STRING
+void SkShadowMapShaderImpl::toString(SkString* str) const {
+ str->appendf("ShadowMapShader: ()");
+}
+#endif
+
+sk_sp<SkFlattenable> SkShadowMapShaderImpl::CreateProc(SkReadBuffer& buf) {
+
+ // Discarding SkShader flattenable params
+ bool hasLocalMatrix = buf.readBool();
+ SkAssertResult(!hasLocalMatrix);
+
+ SkLights::Builder builder;
+
+ 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>());
+
+ return sk_make_sp<SkShadowMapShaderImpl>(std::move(povDepthShader),
+ std::move(lights),
+ diffuseWidth, diffuseHeight);
+}
+
+void SkShadowMapShaderImpl::flatten(SkWriteBuffer& buf) const {
+ this->INHERITED::flatten(buf);
+
+ buf.writeInt(fLights->numLights());
+
+ const SkLights::Light& light = fLights->light(0);
+
+ 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());
+
+ buf.writeInt(fDiffuseWidth);
+ buf.writeInt(fDiffuseHeight);
+
+ buf.writeFlattenable(fPovDepthShader.get());
+}
+
+size_t SkShadowMapShaderImpl::onContextSize(const ContextRec& rec) const {
+ return sizeof(ShadowMapShaderContext);
+}
+
+SkShader::Context* SkShadowMapShaderImpl::onCreateContext(const ContextRec& rec,
+ void* storage) const {
+ size_t heapRequired = fPovDepthShader->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;
+ }
+
+ return new (storage) ShadowMapShaderContext(*this, rec, povDepthContext,
+ heapAllocated);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkShader> SkShadowMapShader::Make(sk_sp<SkShader> povDepthShader,
+ sk_sp<SkLights> lights,
+ int diffuseWidth, int diffuseHeight) {
+ if (!povDepthShader) {
+ // TODO: Use paint's color in absence of a diffuseShader
+ // TODO: Use a default implementation of normalSource instead
+ return nullptr;
+ }
+
+ return sk_make_sp<SkShadowMapShaderImpl>(std::move(povDepthShader),
+ std::move(lights),
+ diffuseWidth, diffuseHeight);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowMapShader)
+ SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowMapShaderImpl)
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
+
+///////////////////////////////////////////////////////////////////////////////
+
+#endif

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