Chromium Code Reviews| 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(); |
|
jvanverth1
2016/08/12 17:39:08
Code indented too far.
|
| + 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", |
|
jvanverth1
2016/08/12 17:39:08
Is this needed?
|
| +// povCoord.c_str(), scaleVec.c_str()); |
| + |
| +// |
| + fragBuilder->appendTextureLookup(&depthMap, args.fTexSamplers[0], |
| + povCoord.c_str(), |
| + kVec2f_GrSLType); |
| +// |
| + |
| +// fragBuilder->codeAppendf("if (%s.b == %s.b) {" |
|
jvanverth1
2016/08/12 17:39:08
Is this needed?
|
| +// "%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(); |
|
jvanverth1
2016/08/12 17:39:08
Code indented too far.
|
| + 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; |
|
jvanverth1
2016/08/12 17:39:08
Put on same line as type.
|
| + |
| + |
| + int fDepthMapWidth; |
| + GrGLSLProgramDataManager::UniformHandle |
| + fDepthMapWidthUni; |
|
jvanverth1
2016/08/12 17:39:08
Same here.
|
| + |
| + int fDepthMapHeight; |
| + GrGLSLProgramDataManager::UniformHandle |
| + fDepthMapHeightUni; |
|
jvanverth1
2016/08/12 17:39:08
same here.
|
| + |
| + 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) { |
|
jvanverth1
2016/08/12 17:39:08
Line too long?
|
| + 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 { |
|
jvanverth1
2016/08/12 17:39:08
Line too long?
|
| + |
| + 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(); |
|
jvanverth1
2016/08/12 17:39:08
Indented too far.
|
| + |
| + 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); |
|
jvanverth1
2016/08/12 17:39:08
Indented too far.
|
| + |
| + 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) |
|
jvanverth1
2016/08/12 17:39:08
Remove indent.
|
| +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| + |
| +/////////////////////////////////////////////////////////////////////////////// |
| + |
| +#endif |